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  1. - Top - End - #331
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
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    The Astral Plane!!!
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    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Cryptid Congress

    Shah Honorebb Qualodias IV


    Diplomacy 3 (+1)
    Military 2
    Economy 10
    Faith 3
    Intrigue 5

    Actions

    Diplomacy Reef in bloom event
    sub action: Give region 81 to Gravetenders

    Economy buyout tp 1 81

    Economy Buyout tp 2 region 73

    Economy Buyout tp 1 region 69

    Diplomacy Diplomatic mission of region 179


    [/URL]Accounting
    City: Cryptlantis +1 buyouts

    Non Actions
    assisting the conversion of 81's holy site
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
    Show

  2. - Top - End - #332
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Twelve
    No further mechanical edits to action posts may be made
    No bubbles no troubles

  3. - Top - End - #333
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Thirteen: Begin
    Years 35 - 37

    Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
    Good luck!

    The following events occurred between Year 33 - Year 35

    Rules Alerts and Changes!
    Reminder: This round will be 3 weeks long, ending 10am EST on 10/16th. After this we'll be back to our normal 2-week round schedule.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Maps
    Show



    Region 96 has a Desired Import of Heat Sources.

    Though the Big Boulder is capable of sustaining the Medusae in their journey, this does not mean the waters northwest of Region 51 are comfortable - at several points, the explorers falter beneath the weight of the choking, leeching waters, and their ‘ship’ sinks to the ocean floor. It is on the third such instance that, rather than crashing with a dull thud into sand or rock, the impact is accompanied by hollow ringing that reverberates throughout the entire Boulder. Emerging briefly to observe, the Medusae sight something made of a brilliant brassy metal - something vastly larger than any creation of the Abyssal Stewards and much sharper. Though the light at such depths is sparse, it reflects off of the broken and twisted remains of a veritable forest of alien alloys, otherworldly and foreboding. It might be possible for a power to establish an outpost here, and harvest these ancient ruins for their own purposes. Mammos shall be pleased with its disciples.
    The Eternal Spring uses Big Boulder to explore west of 51, and discovers W22, a Wastes region which is immediately Prospected, revealing 1 TP of Unblemished Wreckage.

    Lux-Glossian explorers venture deeper into the cold seas, and they notice clumps of moss growing in strange patterned patches on boulders. Being explorers, curiosity is second nature to them. As they try to take samples, they are ambushed by the surgeonfish native to the region (a strange species adapted to the cold), who blub angrily that the explorers are disturbing their family records. Having esteemed ancestors is the single greatest factor of social status in the region, so every time someone dies, their family grows another clump of moss on the family boulder, with the shape and positioning of the moss and marks on the boulders indicating what kind of life that person lived. This way, their memory is preserved forever, and their descendants prosper under their protection... until some fools with scrapers and sample bags show up, that is.
    The Lux-Glossian Shades explore southwest of region 49! They discover region 47, a glacial region with three Open TPs of Hoarfeast Moss, a Desired Import of Precious Minerals, 4 Units of Native Defenders, one Holy Site controlled by Familial Veneration, and one Open Holy Site.

    There is less pomp, less circumstance, certainly, but an expedition into waters unknown brings with it always the bated breath and anxious excitement whether the secrets to be revealed are local or exotic. This is the wonder which the Yellow Shade grasps for as they assemble their parties in the Southwest of Narcis's Rest. The thin band of traversable water between the brittle bleached coral and the ever-threatening gleam of the surface relaxes and yawns as the border nears, the reef-that-was finally falling away. The explorers seize the opportunity to descend away from the surface dotted with floating, flowering plants - down, down, down...
    There is nothing more than down.
    The Lux-Glossian Shades explore southwest of region 173! They discover region 175, a Fathomless (Depth 1) region with one Open TP of Tongueblossom Lilies.

    The Taika are curious creatures, and several groups of explorers depart into the unknown northern waters. To the northeast, the seafloor drops precipitously into deep chasms from which great plumes of smoke issue at intervals. Few animals are to be found in these waters, but enormous clumps of algae drift on the currents, evidently fed by the plumes. The chasms prove too deep for the explorers to penetrate, but their discovery still meets with some interest.
    The Splendid Miru Miru explores northeast of region 153! They discover Region 152, a Fathomless (Depth 1) region with one Open TP of Algae Bloats.

    Another group of Taika, traveling due north of Aniwana, finds little of interest at first, save that the seafloor continues sloping downwards until it is all but invisible in the depths. There is a strange peacefulness about the waters - at least, there is until the first raiders appear. The explorers flee back to Aniwana with the news of their discovery, harassed all the way by bands of shark-mounted Pojanese.
    The Splendid Miru Miru explores north of region 153! They discover Region 150, a Fathomless region with two Open TPs of Pojanese Raider Bands.

    Where the warm waters of the tropics meet and rise above the cooler northern waters, the shelf likewise falls away, until all that can be seen is crystal blue water. Just before the vista leaves the Taika with true disorientation, a landmark emerges from the shimmering distance - dark shadows at first, before clarifying - a tall seamount covered in corals and life, with a trail of convoys reaching beyond. Resting on the rocks, Reefbacks spread their flippers and gaze towards the sun as they are unpacked, reloaded, and cleaned all the while by Giant Cleaner Wrasse. It was one thing to hear the stories of other waters, other nations, from the Chora, but entirely another to see goods and records from completely unknown peoples and learn of a thriving trade and exploration route nearby. The Taika rest and resupply at Lowpeak Reef, and hurry back as fast as possible with news that finally, the world may grow small.
    The Splendid Miru Miru explores northwest of region 153! They discover Region 149, a Fathomless (Depth 1) region with one Open TP and one TP owned by the CCA of Giant Cleaner Wrasse and a Reefback Nursery: Lowpeak Reef.

    The Wayfinder, equipped with the Gulgolet Shero'ah Hakkol, soon finds the ocean floor within the Wastes south of Ezcorher to be far more detailed in relief than previously thought. Several weeks into a thorough mapping of the area, something strange happens to the metal plate of the Steward artifact - a roughly elliptical region seems to exist where no contour lines appear at all, no matter how the Wayfinder approaches it. Eventually one Cyphiri explorer volunteers to swim outside, and visual contact reveals the shape to be a sheer, precipitous crevice in the seafloor, unnoticed by previous explorers. Though the Wayfinder encounters some difficulty in fitting into the opening, the cave system beneath expands to such a scale that one might easily forget they were beneath the seafloor at all, save for the strange green brine pools whose tint extends up into the water and the titanic fossils jutting out of them. The Cyphiri remain in the caves for some time, mapping a network of twisting passageways between enormous chambers: all dominated by the bones of enormous dead creatures, some of whose skulls alone are larger than their ship, and all of which are etched with geometric patterns that seem to be unreadable runes.
    CYP prospects W35, revealing three Open TPs of Titanic Rune-Carved Fossils!

    Growth!
    Expansion, development, unification, and similar forms of growth and prosperity.

    The World Garden’s Great Work continues, as the waters to their north join the fold at last. SKR presses a Confederation claim on Region 117

    With the influence of the Pfith having grown rapidly over the past few years, it is perhaps no surprise that the rulers of [Region 104] would see the value for all involved in swimming side by side with Olgght. PGL presses a Confederation claim on Region 104

    The sacrifice of the Pfith who freed Region 105 from its contamination will not be forgotten by the settlers who now erect monuments to their valor. PGL Colonizes 105

    Despite the awkwardly structured biospheres of their new waters, the Gotezhar push onwards with their settlement, and thriving towns spring up all the same - just a few years behind schedule. GTZ settles colony in 137 [Expand TP2: Wild Armored Gharials]. GTZ settles a Colony in 174 [Expand TP2: Sugarweed]

    Seeking to secure their foothold in the freezing southern depths before the risk of the Abyssal Stewards withdrawing their aid becomes reality, the Kar-Nathi Hegemony invests great resources into making the new settlements in the depths self-sufficient. KNH settles a Colony in 64

    As trade and COOKie relationships grow between Deep Blue and Region 179, a cluster of Herring and Shark People sent to survey the area discover that the area not only possesses ideal spawning and migratory conditions for the Deep Blue subspecies of herring, but also artifacts and preserved records that indicate it was a major historical part of the Shark People’s nomadic route. Along with the region’s ideal positioning for trade and the benefits it has already experienced from DPB and COOKies, negotiations for further integration proceed quite smoothly on a historical basis.
    DPB gains a Confederation claim on Region 179

    Just as a high tide lifts all ships, so do increased trade and exploration raise all diplomats. After years of work at the cartography and negotiation table, the Order of the Ironkelp Knights become close confidants with the king of a (for now) remote region. With the dangers of unknown waters still present, the Ironkelp extends its security and resources for use of an ailing king and his heir.
    OKI gains a Confederation claim on Region 176

    Statecraft!
    Cultural events, diplomatic overtures, foreign relations, and domestic affairs.

    At the Reef in Bloom, CRY gives ownership of Region 81 to GRV

    The Riftlings gift the Bare Trap to the Seatide Confederacy

    Impresses and Sways
    The Seatide Confederacy Impresses the Mercantile Support in Region 65 using Rust-Veined Pumice for Dyes import
    The Kar-Nath Hegemony Sways the Aristocratic Support in Region 59
    The Kar-Nath Hegemony Sways the Aristocratic Support in Region 63
    The Order of the Knights of the Ironkelp of First-King John of Ruhum Sways the Aristocratic Support in Region 116
    The Order of the Knights of the Ironkelp of First-King John of Ruhum Sways the Aristocratic Support in Region 118
    The Cyphiri Union Sways the Aristocratic Support in Region 124
    Deep Blue Sways the Aristocratic Support in Region 179

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    Though the two nexuses of civilization in the temperate and polar waters have known of each other for years, some would say that it is only now that trade has begun to flow across the passage that they have truly discovered each other.
    [bThe Seatide Confederacy establishes a new Trade Route with the Lux-Glossian Shades![/b]
    The Lux-Glossian Shades establish a new Trade Route with the Pojanese Nomads!

    The Lojanese Republic buys out Trade Post 2 in Region 2 for Siren Extract
    The Lighthouse buys out Trade Post 3 in Region 2 for Siren Extract
    The Lighthouse buys out Trade Post 1 in Region 6 for Selachian Mercenaries
    The Lighthouse buys out Trade Post 1 in Region 17 for Delights of Moonlight
    The Lighthouse buys out Trade Post 2 in Region 22 for Sandfish
    The Eternal Spring buys out Trade Post 2 in Region 49 for Ivory Legionnaires
    The Eternal Spring buys out Trade Post 2 in Region 66 for Pelagic Graftsmer
    The Cryptid Congress buys out Trade Post 1 in Region 69 for Edible Algae
    The Gravetenders buy out Trade Post 1 in Region 78 for Preserved Foodstuffs
    The Cryptid Congress buys out Trade Post 1 in Region 81 for Hatesheer Roots
    The Kar-Nath Hegemony buys out Trade Post 2 in Region 78 for Preserved Foodstuffs
    The Splendid Miru Miru buy out Trade Post 2 in Region 153 for Decor
    The Cryptid Congress buys out Trade Post 2 in Region 73 for Rust-Veined Pumice


    Faith!
    Conversions, organization, and other such matters of faith

    The way of the Sakura-Jin marches towards the future, and each step is blessed. SKR sets Sakurado Holy Site Bonus 2 to 2d8 to Seek Aid

    HEX establishes a Holy Order in an undetermined region

    The Eternal Spring converts Holy Site 1 in Region 49 from The Gospel of Life to The Eternal Communion
    The Eternal Spring converts Holy Site 2 in Region 49 from The Corrupted Gospel to the Eternal Communion
    The Riftlings Many convert Holy Site 1 in Region 74 from the Third Way to the Eternal Communion
    The Riftlings Many convert Holy Site 2 in Region 74 from the Seventh Way to the Eternal Communion
    The Gravetenders convert Holy Site 1 in Region 81 from open to the Blossoming Sequence
    The Cyphiri Union converts Holy Site 1 in Region 124 from open to the Flowing Way
    The Riftlings Many convert Holy Site 1 in Region 187 from open to the Eternal Communion
    The Lighthouse restores Holy Sites 1 and 2 in Binar Fajar to Crimson Chant


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    As part of an open campaign to excise the Abyssal Stewards’ presence from the polar Region, the Riftlings Many perform a miracle to grant their faith access to the depths.
    Spoiler: Depthborn
    Show

    Adherents of the Eternal Communion can connect to those around them, and through use of the sealife around them, can offload the pressures and extremes of the depth onto those beings that can take it.
    Effect: Adherents of the Eternal Communion may interact in Regions of Depth 1 without penalty.


    The Sakura-jin of the World-Garden find guidance in Holy Auguries by which they might predict the future....

    Spoiler: Divination Magic
    Show
    Once per round, a Sakurado Empire may designate a Seek Aid action targeting a non-Military action as Divine Aid before rolling. If the final result of the roll for this Divine Aid is higher than the result of the roll which it is Aiding, you may substitute the result of the Divine Aid roll for the result of the Aided roll, albeit with a penalty equal to one half of the difference between the Aided roll and the TN it was trying to achieve. This never results in a Great Success.


    With a combination of crystalline armor and specialized microorganisms, the Lambent Syndicate devises a method of safely and reliably traversing deep waters. The Lambent Syndicate invents a new Technology: Indah's Embrace. Effect: Allows traversal of Depth 1 regions. Requires: Aragonite/Calcite or other mineral composite, Graduated Symbiosis.

    The Cyphiri Union Exhibits a Great Work - The Palranic Anthology! This compilation of tales of the various religions known to the Cyphiri is unequaled in size and scope.

    The Seatide Confederacy Exhibits a Great Work - The Banner of Odyssey! This enormous tapestry depicts the ancient Pepsin migration to Seatide, embroidered in such a way that the images seem to leap off into the water.

    The Seatide Confederacy Exhibit Great Work

    The Splendid Miru Miru builds a Specialized Ship!

    The Shifting Ennead builds a Specialized Ship!

    Might!
    Military matters of all kinds, be it warfare or strategic developments

    With the aid of the Abyssal Stewards, General Kreel, ever-willing to learn, sets about expanding his tactical acumen. General Kreel of the Kar-Nath Hegemony adopts a new Tactical Doctrine - Slaughter-Cadres: -1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll

    The Lighthouse’s invasion of Kaarme (14)
    Spoiler
    Show
    Led by the Eel Lords (Military 5) with Military 10 Ruler, 1 LIT Unit invades Kaarme (14), using Death Commandos, equipped with the Palanquin of the Anointed Dead, and attempting to use Golden Victory At All Costs, facing off against 1 AOK unit led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

    Master Juma wins Tactical Maneuvering, successfully utilizing Unyielding Force! (+20% AOK casualties, +2 to AOK battle roll)

    Having observed Lojan’s repeated failures to enforce their protectorate over Kaarme, the Lighthouse spies an opportunity. As the Lojanese forces retreat and regroup, a small force of Kosong takes their place on the front lines. Master Juma reacts as best as he can to this new threat to Kaarme’s independence, moving more rapidly than the Eel Lords expected and catching them suddenly in a pitched battle. His forces charge at once, almost breaking the Kosong line, and for a moment it seems he will carry the day yet again. But the past six years of war have taken their toll on the defenders, and when a small Lighthouse commando detachment materializes on their right flank, there are simply too few Auros to hold. The ensuing slaughter leaves no doubt as to the victor, and with no army remaining in the field Kaarme cannot be defended any longer, even though Master Juma seems to have escaped - as have Mother Yetu and Queen Phiso.

    LIT Victory! LIT gains control of Kaarme (14)! AOK loses 1 Unit!



    Schemes!
    Coercion, betrayals, and spycraft

    The Lojanese Republic Procures Au'eaqang, a Spy with an Intrigue score of 7.

    The Splendid Miru Miru Procures Henehene, a Spy with an Intrigue score of 9.

    The Lambent Syndicate throws great resources behind a course of research whose urgency could not be more clear: protection from the mind-melting hum of the Eel Without End. Initial experiments involving the exposure of prisoners to the Eel are promising, and data on the exact prognosis of the effect accumulates rapidly. Unfortunately, moving on to actual protection proves far more difficult. No material is too expensive to test - but not even the rarest seem capable of even marginally diminishing the sensation, and even when the test subjects are fully encased in thick shells, the kucen researchers observe the exact same progression of madness within the usual variations. Soundproofing, it seems, is completely ineffective.

    Concerned over travelers’ tales of Titans rising in far-off waters, the Doflein dispatch scouts throughout the polar waters to watch for the potential signs of a more local threat. Most of their reports are of business as usual, but a few are not so easily dismissed. Those dispatched to monitor the glacial south describe a strange bitter taste in the water, its source unclear, and occasional far-off noises, like a porpoise’s chirp but much louder, falling in tone until the pitch becomes inaudible. Meanwhile, those scouts sent to probe the northern wastes report mysterious dust clouds swirling in the currents, their source at first unclear until an enormous earthquake strikes, causing pressure waves of such magnitude that one of the scouts is killed. Collating all reports, the quake seems to have struck points ranging from Aelwyd Adferiad to Seatide simultaneously to within ten seconds - as do its aftershocks.

    Which phenomenon, if either, is truly evidence of a Titan remains unclear, to be resolved only by more investigation… or perhaps the Titan’s emergence.

    Terror!
    Violence, upheaval, murder, and destruction.

    The Shifting Ennead answers the Abyssal Stewards’ call, launching a surprise assault on the heart of Eternal Spring trade operations in Sketi and reducing it to rubble drifting on the current. SEN sacks Region 68 ESP TP 2 for Gravelglass!

    The Lighthouse directs the Eel Without End to strike at the Abyssal Stewards! The Lighthouse loses 1 Reputation with ABS, becoming Rustplagued!

    The Eel Without End Coerces TP 2 in Region 18 and TP3 in The Dunes of Revelation (17).
    The Eel Without End slithers into Kaarme (14), Lojan (9), and Region 6.

    Spoiler
    Show
    • Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
    • Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
    • Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
    • The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.
    • If the Eel Without End enters a Region it is already present in, it becomes omnipresent.
    • Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
    • The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
      • When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
      • Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.
      • Exceptionally prolonged exposure may have further consequences…


    The Trawling Beasts are directed North by the combined efforts of the Gotezhar and the Sakura-Jin, trampling through The Great Kelpland (131), Region 108, Region 107, and Region 109 before dragging themselves onto the large marshy island between Region 109 and Region 111, remaining there for close to a year before beginning to travel again.

    Spoiler: Trawling Beast Effects
    Show

    Holy Site 1 and 2 in The Great Kelpland (131) are damaged, and become Open!

    Holy Site 1 in Region 108 is destroyed - the Clerical Support in Region 108 become Unruly!

    Trading Post 2 in Region 107 is destroyed - the Mercantile Support in Region 107 become Unruly!

    Region 109 is fortunate enough to be unaffected!


    Each country may put forth effort to attempt to lure them towards a general direction (Northeast, East, or Southeast) this round. If the Titans choose that route, any Treasure offered as part of the attempt will be lost - otherwise, it may be recovered. This may also be possible in future rounds.

    Hidden by a storm surge, agents of an unknown faction break into a treasury of the Shifting Ennead and destroy it using as of yet unknown means. All that remains is a mound of thick debris and clouds of soil.
    Mysterious thieves destroy 1 treasure from SEN’s treasury!

    After years of continual news of the devastation and chaos caused by the Titans, only an insane fish would not have even a passing thought on whether or not a more stable, communicative figurehead would be ideal. So much research, efforts, and lives spent trying to coordinate with the Eel, and for all the progress made, they may have all been for naught. Discontent spreads, and the aristocrats of Region 7 eventually pull away from the Lighthouse and their heretical veneration of the Eel Without End above the Crimson Reef. The Aristocratic Support for Region 7 becomes Open!

    A rumbling comes from the east…Over the course of three days and nights, the waters of the Greenwater Clans are flooded with toxic silt and slicing shards of rock and mineral. For the first night, only the eastern border shows wariness, with the strength of the kelp forests able to hold back the surge of silt. That lasts only for the first night, and ridge by ridge, holdfast by holdfast, the kelp forest is ripped apart and filled with foul water and fouler debris. Haven is filled with the wounded and the sick, and outlying towns are completely overrun. In body, the Clans have survived this ordeal, but are left shattered and vulnerable. Swimmers are sent to their allies in the Flowing Way for aid and assistance, and to raise the alarm in case whatever tragedy befell the Greenwater decides to spread. The Greenwater Clans persist but become playerless!

    Organizations!

    The Gotezhar establishes a Smoking Garden in 136

    Writing Collections
    The Splendid Miru Miru create a song for Chora …
    The Sakura-jin Contributes 2 actions to Genus Taxonomia Vadosus Mare
    The Hymenocera Expanse contribute twice to the Songline of the Sunlit Seas
    The Lux-Glossian Shades assist with Genus Taxonomia Vadosus Mare (action)
    The Lux-Glossian Shades Submit writeup to GTVM
    The Cyphiri Union Contributes to the Genus Taxonomia Vadosus Mare

    Reputation
    The Cyphiri Union Raise Rep 2->3 with CCA
    The Splendid Miru Miru raise reputation with ABS
    The Pfilghol Raise DNA rep 0->1
    The Eternal Spring Spend 1 CCA favor for +1 rep
    DPB Raise Rep with ABS (21)
    Favor to raise rep with ABS (roll to beat is 21)
    The Eternal Spring +2 Rep with CCA (A Little Less Lonely Road Explore & Prospect)

    Favors
    The Cyphiri Union Spend 1 ABS favor for Joined-Stalk Companies
    The Cyphiri Union Spend 1 CCA favor for Adventuring Parties
    The Cyphiri Union Spend 1 DNA favor for Seeker Barnacles
    The Cyphiri Union Spend 1 DNA favor to have them investigate the island where the Trawling Beasts were resting
    The Kar-Nath Hegemony Purchase Seeker Barnacles from DNA for favor
    The Kar-Nath Hegemony Buy Joined-Stalk Companies from ABS for a favor
    The Cyphiri Union pay part of Steward debt with 2 Units for 1 favor
    The Shifting Ennead spends 1 DNA favor to beef up Tulticius (Gene Grafting)
    The Lux-Glossian Shades Pays debt to DNA with Bitter Tourism and Anoxic Adaptation

    Prestige
    The Eternal Spring completes a Monumental Undertaking!
    The Lojanese Republic completes a Monumental Undertaking!
    The Cyphiri Union finishes a Monumental Undertaking!
    The Lux-Glossian Shades Spend 5 treasure for 1 PRS
    The Hymenocera Expanse Gain PRS for Holy Order quest
    No bubbles no troubles

  4. - Top - End - #334
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default What happens if I change the title?

    The Riftlings Many of the Dead Seas
    Pemperate Region

    Turn 13

    Ruler: The Youngest, Fifth Chosen of the Mother of the New Era
    Diplomacy: 2
    Military: 3
    Economy: 4
    Faith: 10
    Intrigue: 4

    Faith10: Miracle
    Spoiler: Rock Bottom
    Show
    Miracle: Abyssborn Adherents of the Eternal Communion can connect to even seas around them, and through use of this Communion, can offload the pressures and extremes of the depth onto the very water itself.

    Effect: Adherents of the Eternal Communion may interact in regions of depths 1 or 2 without penalty. This does not stack with any bonuses granted by the Abyssal Stewards


    Faith5: Create Artifact
    Spoiler: The Mother's Favor
    Show

    This disc of pressed, iridescent glass floated from the depths within a great cloud of the Mother's Breath. Whoever holds it hears the faintest echoes of distant whispers--the shared words of those blessed with the Eternal Communion.

    Effect: Once per turn, the holder of this artifact may take an action as though they were part of the Eternal Communion instead of their current faith. If they successfully usurp the position of faith head, they retain the title so long as they continue to act as a member of the Communion at least once per turn (and they do not otherwise lose the position as per normal rules)


    Faith: Set Holy Site Bonus Set 30 Holy Site Bonus (tier 2 tech) as Selves-Reinforcing System: "+1 on Conversions for each HS of that faith in the region, and +1 on Buyouts for each TP owned by you in the region."

    Faith: Great Project: Eternal Reunion in Danabae (69)
    Spoiler: The Golden Tide
    Show

    The Chrysomallon Kiwa are golden.
    Their shells, streaked with shining pyrite, reflect the strangled glimpses of sunglare from high above the ice and waves, and even in the depths, the procession of so many of them northwards confuse the eye.

    The Chrysomallon Kiwa are [NON-MECHANICALLY] magnetic.

    Their shells, streaked with a dull greigite, affect the startled senses of the magnoceptic from far across the dunes and seas, and even at their distance, the procession of so many of them northwards confuse the mind.

    The Chrysomallon Kiwa have sharp claws.

    Their ever-moving pincers find plant and flesh as they move northwards, and without even stopping to look, they uproot, excise, and amputate from anything unfortunate enough to near them. They are fed as they head towards Danabae.

    The Chrysomallon Kiwa have strong claws.

    Their ever-moving pincers shift rock and sand as they dig downwards, and without even stopping to look, they upend, excavate, and agitate away anything unfortunate enough to be below them. They are employed as they build the Pit.


    Faith: Great Project: Eternal Reunion in Danabae (69)
    Spoiler: The Dread Commission
    Show

    The Architect have borrowed of the Anointed Prophet, and the shared memories aid them in oration.

    "Occupying Natives, know that though the end be near, though your lives limited and your deaths long, that your false-claimed lands and your half-lived lives are now none but the Mother's, know that we your liberators are merciful. We bring you here as slaves, yes, but those who survive will return home to be fatted as though cattlefish. Our friends, the noble Ennead, require a pit in which to perform their blessed atrocities, and it is this sacred site which you have the privilege of being bound to dig. Heave the earth and free the long hidden depths. Dig towards the Mother who now rules you, though she be not your god, and rejoice, for the fruit of your labors will come back to you ten thousand thousand times today, and ten thousand times again!"

    The crabs happily began their labor. The sands of Danabae were rich in forgotten scraps of rotted flesh.


    Faith: Great Project: Eternal Reunion in Danabae (69)
    Spoiler: The Mother's Call
    Show

    The currents of the sea are vast and unchanging, so say isolate sciences. We know this to be foolishness. All are not one, but many can become all, and it is with this External Communion that the Prophet hover in the Seas-Not-Yet-Dead. Summoning to themselves those Riftlings otherwise unemployed by the commands of the Father, they begin to extend their reach along the Corpsefall Drift. The seas have no mind and no self, and yet they are animate. It is the job of the Prophet to give their own will into the waters, and to work over the years to bring the ocean itself to heel.

    Not much can be done to the sea as a whole, but by anchoring themselves to the Drift itself and to the Architect in Danabae, the Prophet manage over the months, over the years, to simply neaten some of the currents. Death has always been a precious import from beyond, but now the outlets of the Pit of Eternal Reunion, the cast-offs of the cast-offs, the scraps forgotten, the driftcaught shreds would make their way, ultimately, to these moldering seas.

    The Kiwa will be much pleased, for what little time they remain.


    Spoiler: Ascent of the Sixth
    Show

    Waiting on writeup response so I can figure out the rise of the Fifth, which then informs this rise of the Sixth.


    Non-actions:
    Allow ESP to copy Censer if they desire
    Accept Luxuries/Trade Posts in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
    -Explicitly don't accept any trade good not noted
    Resist literally any assault I can

    Next Ruler Stats:
    Diplomacy: -
    Military: -
    Economy: +1
    Faith: +6
    Intrigue: +1
    Last edited by Lumaeus; 2022-11-01 at 09:53 PM.

  5. - Top - End - #335
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The cities of Leriander and Holy Ovum in the Glossian Sea (135)
    The city of Rumond in the Tideswept Shelf (111)
    A temple outpost at Narcis's Rest (173)
    Round 13

    Actions

    1. INT - [Investigate across the toxic border east of region 187] 16, SUCCESS, treasure spent.
    After a past failure to colonize nearby waters in the temperate-polar corridor, scouts are sent to evaluate new waters for colonization potential. As typical for followers of the Lux-Glossian Way, the noxious seas to the east are explored first in hopes of finding a hidden piece of the world's story.

    2. INT 5 - [Procure a spy] Intrigue: 9
    In Lux-Glossian society, your 20's and 30's are for finding yourself, building a solid group of best friends, and experimenting with just about everything. Rella Lestar of the Magenta Shade has decided that "just about everything" includes high-stakes foreign espionage. He's hand-trained by the elite of Leriander's big six Shades, but they seem oddly reluctant to share important national information with him. Perhaps his assignment won't be in Lux-Glossian seas ...

    3. ECO - [Send an expedition east of W34 in the Crimson Moonlight] 13, SUCCESS, treasure spent.
    Using the 25 holy site bonus for the Lux-Glossian Way (wastes traversal) to enable the fluff.
    When the Crimson Moonlight leaves the Crimson Shade's colony on the outskirts of the Glossian Sea, it is laden to the brim with foodstuffs, medicines, and trade goods. Three of the four main interior compartments are jam-packed, leaving the downsized crew of four in extremely tight quarters. Despite the tiny space and poor amenities the atmosphere remains jovial among the crew, with an air of veiled anticipation. They know that they are making history.

    The journey through the wastes close to the Glossian Sea passes uneventfully, as the titanic rune-carved fossils discovered by the Cyphiri are too far below the drifting jellyfish to be observed. There's a flurry of activity when the ship passes through uncharted territory, as all hands dutifully map and preserve the path for future travellers. And then, at last, the cloudy waters recede and the seafloor drops away.

    The Crimson Moonlight floats above the fathomless tropical waters of region 30.

    The crew breathes a collective sigh of relief as they restock by trading with the local blue-spotted crab merchants. They don't take the time to rest, mindful of the dwindling stock of tradable trinkets and all the leagues that yet remain. Swinging north across mesmerizing patterns of of coruscating sand, silt, and minerals and spectacularly colored coral forests, the Crimson Shade passes over the Third Exquisite Gala in progress.

    The desolate and pock-marked landscape of Binar Fajar is a shock after the brilliants hues of the previous sea. Currents swirl as vast columns of swimming soldiers can be seen in the distance hastily heading south. Certainly not a place one wants to linger.

    And yet the north is no better. A vast expanse of monotonous rocky outcroppings quickly yields to an unexpected patch of rough currents. The giant crimson jellyfish is slammed into an impossibly shaped glass beam disguised by the tall seagrass, and the crew is forced to disembark for emergency symbiote-mediated repairs. The offending current is fickle, suddenly changing direction and bringing with it an incessant HUM. With an eye on a gigantic eel swimming ever forward in the distance, the crew manages to apply enough slapped-together patches to restore buoyancy. And yet none of the four will ever forget the HUM.

    With a stroke of luck and a favorable current, the Crimson Moonlight limps south into calmer waters, hidden by a tangle of multi-colored kelp forest. The forest is oddly quiet, aside from the occasional large bubble rising from the seafloor. Unable to find locals to trade with, the Crimson Shade plunges once more into the wastes.

    The remaining supplies will have to be enough to see them through.

    And they are, just barely. Rather than emerging from W26 close to Seatide, as originally planned, the jellyfish emerges from the lifeless waters as soon as possible. Skipping the reclusive dragons that haven't been seen in years, the crew falls upon the mercy of the flesh-grafting Shifting Ennead for resupply. Fortunately, the merchants in Danabae accept Seatide standard currency, so the exhausted explorers get to keep all their limbs. For now.

    The jellyfish floats lazily over vast herds in Maurente before arriving in the thriving metropolis of Deepdrift. Here, the crew exchanges the very last of the trade goods and trinkets for perishables. The next time they resupply, there will be no need for payment.

    Travelling north up the corridor, the jellyfish peacefully passes through swarms of herring then drifts above the fathomless ocean. At last, jagged bleached coral looms on the horizon, and the ship is forced to moor on the outskirts of the region while the crew makes a supply run to the central plateau that houses the Lux-Glossian settlement.

    Finally, the home stretch. Eastward over familiar waters made unfamiliar by the devastation of migratory titans. At last, the four beleaguered adventurers arrive back in the Glossian Sea from the opposite direction from where they departed.

    These four ambitious explorers have become the first to circumnavigate the world. Except for perhaps the Chora.

    4. ECO - [Colonize region 94] 15, SUCCESS, treasure spent
    With the worst of the miasma finally cleared from the path thanks to the Order, a group of colonists is dispatched to establish a southern outpost. They invite any remaining refugee workers from region 96 to join them in the new colony as fellow members of the Shade.

    5. DIP 5 - [Exhibit a great work - Title: The Around]
    +1 PRS from base action
    +1 PRS from Origins of the Exotic (first time exhibiting a great work)
    +1 PRS from Origins of the Exotic (first work of its type - Sculpture/Engravings)

    Yura Lionard, technician aboard the Crimson Moonlight, kept a sketchbook for the duration of the year-long circumnavigatory journey. Upon return to Leriander, he sought out a commission directly from Grand Matriarch Yree to translate his works into stone. The result is a six foot diameter metal framework of a sphere, with engraved panels affixed to it. Each region that the Crimson Moonlight passed through on its already-famous journey is delicately carved with scenes of foreign geography, trade with native merchants, or epic battles viewed from afar. Each region that Lux-Glossian explorers have visited is outlined in plain, unadorned stone. And where no one has ever travelled, the bare metal framework of the sphere gleams. The overall effect is a 3D sculpture composed of engraved panels that both serves to memorialize a landmark voyage and to emphasize how much of the globe remains uncharted.

    Non-Actions

    1. Spy non-action.

    2. Complete a monumental undertaking. [3/3 rounds]
    +1 PRS, should be enough to hit PRS rank 4 combined with the Great Work and the +1 PRS from spending 5 treasure last turn
    Chiseling noises. Hammering. Dust. Falling debris. Scaffolding. Rolls and rolls of danger tape. Paint fumes. Dyed currents.
    For three entire years, the citizens of the cliff-city of Rumond put up with incessant construction on every available vertical surface. When Rumond was first built, the dwellings were carved into the sheer cliff-face without much decoration or flair. Now, the entire city is vibrant with life. Engraved animals and plants cover every surface, colored through the careful and clever use of dye and paint. While the majority of the species depicted are from the temperate and polar regions, some last-minute alterations to the design (and the budget) snuck in a few tropical corals and fish. Already, the local university has seen a 200% increase in enrolled biology majors, and graffiti is at an all-time low.

    3. Change ruler non-dynastically. Rolls here.

    4. Send some brineray jerky to the Pojan nomads using the trade route. Good news: it's durable and will stay preserved over long journeys. Bad news: it's super salty.

    5. Send the Seatide Confederacy some Luminescent Crystals using the trade route. Perhaps the Pepsin will be able to grind up the glowing crystals to make holographic pigment?

    6. Allow our allies of the faith, OKI and GTZ, passage through the Tideswept Shelf (111) to fight the Trawling Beasts.

    7. Pile Pure Berries onto the route northeast of the Trawling Beasts.

    8. Allow DNA to coerce TP 3 of Luminescent Crystal in the Glossian Sea (135) on SKR's behalf.

    News and Discoveries

    • No one has heard from the Speaker for the Greenwater Clans in years. As fellow explorers with a similar social structure, this is particularly concerning to the Matriarchs. An envoy is dispatched to reach out.
    • As the Greenwater Clans appear to be otherwise occupied, the Matriarchs look to others for potential exploration partnerships. The Splendid Miru Miru have recently performed a flurry of expeditions in their local waters. Perhaps they would be interested in a joint business venture...
    • The academic society that publishes the journal Oceanic Advances in Science is holding a symposium next year. Interested attendees are invited to submit abstracts, from which a series of distinguished scholars will be invited to give talks. Abstracts not selected for talks will be welcome to present a poster at the poster session. Travel grants are available for trainees and students!


    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Yree of the Blue Shade, Eldest of the Matriarchs

    Ruler stats for round 13:
    Diplomacy - 5
    Military - 3
    Economy - 7
    Faith - 2
    Intrigue - 6

    Ruler increases: +1 Economy, +1 Intrigue

    New ruler (non-dynastic): Rihali of the Green Shade, Eldest of the Matriarchs. Rolls here.

    Ruler stats for round 14:
    Diplomacy - 4 + 1 = 5
    Military - 3
    Economy - 4 + 1 + 1 = 6
    Faith - 2
    Intrigue - 4 + 1 = 5

    Spoiler: Reminders for myself
    Show
    End of round 12: Genus Taxonomia Vadosus Mare ends - you should get something for contributing
    End of round 15: Chora rep for waste exploration ends
    End of round 15: Steward offer of treasure for favors ends
    End of round 15: Nacres offer to coerce TPs for favors ends
    End of round 15: Chora offer to sway factions in owned regions for favors ends
    End of round 17: ABS help with TPs/HSs/colonies ends
    Currently have 3 treasure (2 from passive income + 1 from plastic flower)
    Write up that thing for Role ASAP
    Make a flag
    Drawing
    Coding
    Last edited by Aerin; 2022-10-23 at 07:17 AM.

  6. - Top - End - #336
    Troll in the Playground
     
    bc56's Avatar

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    Jan 2018
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    Sector ZZ9 Plural Z Alpha
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    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes, an Effulgent Witness
    Diplomacy: 7
    Military: 10
    Economy: 10
    Faith: 2
    Intrigue: 7

    New Ruler: Ilgl, The-one-who-builds. Floating +1s to Military and Faith.
    Diplomacy: 3
    Military: 3+1+1
    Economy: 4+1
    Faith: 2+1
    Intrigue: 1

    Regions
    The Pfithreef: 132
    ???: 104
    ???: 105 (unsettled)

    Actions
    Rolls

    Military: Raise a Unit
    Military: Raise a Unit
    Between the wars against their northern neighbors and the sacrifice of their soldiers to cleanse corruption from the western regions, the Pfith military has been decimated. It is time now to rebuild it.

    Economy: Settle Region 105 [1/2]
    With aid from the Stewards

    Economy: Impress Mercantile Support in Region 107
    Using Mud Diamonds

    Economy: Impress Mercantile Support in Region 132
    Using Shiv'rchins


    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado

    Prospect in Region 105 (from Great Success) Use a Treasure.


    Spoiler: Passive Bonuses
    Show
    Reputation:
    ABS 1: +1 to resist Sack and Coerce
    ABS 2: +2 to resist Secret Actions
    ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
    ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)
    Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

    DNA 1:

    Prestige 1: +1 to press, establish, and promote claims.

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
    Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.

    Spoiler: Military
    Show
    Units: 3/9
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
    Military Technologies:
    Supermarine Artillery
    Razor Current Netting

    Spoiler: Economy
    Show

    Treasure:
    4/5
    +2/round
    Trade Posts Owned:
    Luxurious Hides: 101.1
    Shiv'rchins: 104.1(S)
    Kalask Venom: 107.1
    Mud Diamonds: 108.1
    Mineblossom Sponges: 130.1
    Kelp: 131.3
    War-Jellies: 132.1, 132.CITY (S)
    Hard Metal: 132.BASE
    Wave Scorpions: 133.3

    Economic Techs:
    Composite Grafting
    Trophic Deconvolution
    Anoxic Adaptation
    Photophore Signaling
    Supernatic Propogation
    Megafaunal Tailoring
    Graduated Symbiosis
    Bitter Tourism
    Filtration Grafts

    Spoiler: Artifacts
    Show
    Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

    Imperfect Core Fragment: Always know location and holder of this relic. +4 to resist theft outside of Holy Order, +4 to recover. Ruler Score Maximum increases to 12. Using a score of higher than 10 provokes leader loss (-1 for each additional action with a score over 10 in the round). Battle with a Military Score greater than 10 grants +1 effective unit. May be upgraded as a Faith action which is more effective in Depths.

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation grand champion!
    Last edited by bc56; 2022-10-06 at 08:12 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

  7. - Top - End - #337
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    T
    urn 13 (Years 34-36)

    Polar Bear Faction



    M.A.W.bel v1-6

    Dip: 2
    Mil: 2
    Eco: 10
    Fai: 8
    Int: 2
    Stat Changes: +1 Fai

    Actions:
    Eco [W]: Purchase TP 1 in W22 of Unblemished Wreckage Roll = Success
    Roll = Success
    Eco: Impress Merchants in region 63, using Rimestone and TP 66.

    Fai: Convert Holy Site 47-1 Roll = Success
    Fai: Convert Holy Site 47-2 Roll = Success

    Eco: Explore Southwest of 60, towards 61, towards The Source. Roll = Great Success

    [FONT=Courier New]We shall be united again. We're so close, I can taste it. I see it. I will have reunion.[/FONT
    Eco: Impress Merchants in 66?
    Roll = Success
    (If this can't be done, can't wait for ooc thread answer, just convert this to an Opu 10 tech (to be made next turn))


    Non-action

    [Luxury]>>>Riftlings.
    Gravelglass[Tech Supply]>>>Deep Blue
    Oppose Dominion Intrusions
    Black Noise (Spy 7): guard and anti espionage
    Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
    Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
    Automatically defend against any unauthorized buyouts/incursions/etc.
    If and Only If: No Competition for Rep 4 of Chora
    Then: Expend 1 Favor with CCA to Raise Rep with CCA by 1.

    Competition at CCA Rep 4
    Therefore: Do not expend Favor.



    Plastic Flower Recycling Routine
    Contender Trade Route Pool: RFT, LUX, DPB
    Treasure Spent This Turn: 2
    If Treasure Spent ≥ Trade Route Countries
    Then Skip redundant rolling phase, apply 1 treasure to all countries.
    Treasure Roll

    Give 1 Treasure to LUX, give 1 Treasure to DPB




    Spoiler: Shell Counting
    Show



    Treasure: 6/15
    Passive Treasure Income: +3
    Costs -3?

    Next Turn: ?

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
    TP 1 of 49 Ivory Legionnaires
    TP 2 of 52 Large Minerals
    TP 2, 3 of Herrings
    TP 1, 2, 3 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 1, 3 of 59 Coral Dye XXX
    TP 3 of 60 Fertile Soil (x2)
    TP 3 of Piezo in 67
    TP 2 of 66 Graftsmer
    TP 3 of 71 (Dragon Scales)

    Merchant Supports
    Region 51, 57, 58, 60, 68

    Artifacts
    Plastic Flower
    Mechanics: For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.
    Ships
    Big Boulder

    Trade Routes
    RFT
    LUX
    DPB
    Last edited by Epinephrine_Syn; 2022-10-15 at 02:06 PM.

  8. - Top - End - #338
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
    Regions: 7, 14, 17, 18, 19, 26
    D: 10
    M: 10
    E: 10
    F: 10
    I: 2

    Actions:

    1) Diplomacy: Attend the Exquisite Gala, accepting technology from The Lambent Syndicate, and sign a treaty of Non-aggression and respect with the Lojanese wherein we peacefully transition Kaarme to their stewardship with proper compensation.

    2) Military: Invade Region 20 with 5 Units led by Sub-Commander The Eel Lords using the War Palanquin of the Anointed Dead, The Radiant Blade, spending 1 Treasure, and employing Golden Victory At Any Cost. Route 18 into 20

    3) Economy: Accept TP 2 of Siren Extract from LOL

    4) Intrigue: Rust Plagued Investigation! Spending 1 Treasure Rolled a 14?

    5) Diplomacy: Sway the Aristocratic Support in Binar Fajar roll

    6) Military: Raise Unit

    Non-Actions: Resist all conversions and buyouts unless noted otherwise

    Attempt to shape our Goddess' influence towards converting to Crimson Chant

    Stats next round
    D: 10
    M: 10
    E: 10
    F: 10
    I: 2

    Spoiler: Book Keeping
    Show

    Regions Owned: 7, 14, 17, 18, 19, and 26

    TPs owned:
    Siren Extract TP 3 Region 2
    Selachian Mercenaries TP 1 Region 6
    Treasures and Artifacts TP 1 Region 7 (Support)
    Delights of Moonlight TP 1 Region 17
    Carcinized Architects TP 2 Region 20
    Jaderock Coral TP 2 Region 21
    Sandfish TP 2 Region 22
    Blood Pearls TP 3 Region 26
    Tiny Turtles TP 2 Region 28

    Units Owned: 5/14 Maximum
    Treasure Owned: 2

    Artifacts Owned:
    War Palanquin of the Anointed Dead: +2 to Tac Man
    The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.

    Radiant Blade Charges: 0/3

    Miracle Communion:
    LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
    LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
    LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
    The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
    LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
    Last edited by Tychris1; 2022-10-15 at 10:42 PM.
    “I’m a Terrorist not an idiot.” - Me
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  9. - Top - End - #339
    Firbolg in the Playground
    Join Date
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    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 13
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 9 Military 5 Economy 10 Faith 9 Intrigue 2
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Faith
    1. Construct World Wonder (1/4*) [Military] - Unrolled
      *-1 action cost from either Lesser Piryon Ma’yan
      Spoiler: The Union Mercenary Exchange
      Show

      (mechanics are initial draft without any GM input yet, heavily subject to change, while fluff may be expanded with time)
      Any country may Establish Mercenary Contacts as a 2-action project. Once contacts have been established, that country can spend up to two treasure on a battle (in addition to normal treasure use, if desired), gaining effective units for the purpose of determining Outnumbering bonuses equal to the amount spent (similar to when a Merchant Marine spends multiple treasure on a battle). The controller of the region the World Wonder is in automatically counts as having Established Contacts if they have not already, gains 1 treasure for every 2 used on this ability by other countries and can, once per round, spend 1 Treasure when taking a Recruit Units action to gain an additional unit.

      The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard.

      While Belar's focus is a little distracted by preparations for his journey into the wastes, he still has enough time to deal with certain other matters. Primary among them is the project that sees him travelling to Pyl-Garat with a retinue from the Council Fund and their now well-trusted preferred planners and architects. They meet with Hapat Pylet, seeking to use a newly-cleared silt field as the site of their newest project - technically Baran has the authority to force it to happen without Hapat's assent, given their relative positions in the Council, but it's apparent that a diplomatic solution is preferred by all involved. Hapat's price appears to be giving House Pylet a greater amount of involvement and investment, and as such opportunity for profit, in the project, and Baran readily accepts. Soon, representatives of the Council Fund are sent out to countries that the Cyphiri think would be interested in using mercenaries, describing the vision of the Union Mercenary Exchange and the benefits it may provide, while Houses Hallus and Pylet begin bringing in their represenatives to the site which would become the Exchange, and Belar reveals his trump card - the Lesser Piryon Ma’yan, and the Cyphiri trained by the Abyssal Stewards in its use who begin growing the foundations of the Exchange.
    2. Wander the Wastes [Diplomacy] - 18, Success
      Baran Hallus finds the Songsage's offer quite fascinating, and makes arrangements to carry out the ceremony they describe. Rendal Belar, captain of Wayfinder, takes little convincing to allow the head of House Hallus to direct the course of the vessel, and it is soon stocked with supplies and all the information Baran had been able to convince the many Cyphiri families (and some Chora members) on the Songlines and their nature. After ensuring that the Union Council will follow the right course in his absence, Baran sets off into the wastes, eager to see what there is to learn from this ancient Songline.
    3. Press Claim on 124 [Diplomacy] - 14, Success
      With the Kalan fully convinced to support the Cyphiri, all the remains is the actual process of making the incorporation of the Emerald Tidelands within the Union happen. Hallus diplomats, Council Fund officials, and Ulnesh sages of the Way all coordinate to make the transition as smooth as possible - House Hallus ensuring that everyone of import in the Tidelands is on board and up to date, the Fund overseeing the practical business and noting the creation of new families and a new House among the Kalan and Tails (and noting which Cyphiri families have adopted which locals), and the Ulnesh ensuring their influence in the Tidelands is strong enough to take a dominant position in the new order.
    4. Convert HS1 of 153 [Faith] - 13, Success
      The curious little fish to the south seem quite receptive to the teachings of the Flowing Way, and so Werran Ulnesh (more out of curiosity about the new warmer waters as a whole than his presence being strictly necessary) accompanies a group of Cyphiri teachers of the Way into Aniwana to tell them more about the faith. They start out based near Toka Toka, setting up their own camp as the size different prevents staying with the taika, curious about the stories around the formation and eagerly repaying the new stories with their own, along with guidance on how they all related to the Flowing Way.
    5. Attempt to Retrieve Goods from the Trawling Beast Island [Economy] - 19, Success? (Great Success?)
      Spoiler: The Camp
      Show

      Hearing the report from the Divine Nacres on what is up on the island the Trawling Beasts rested at, the Cyphiri are intrigued. While most just enjoy having another interesting topic to discuss and theorise about, a group of ambitious House Hallus Cyphiri decide that they should get those goods and head west, sea cows hauling tents and cages containing bioengineered organisms. Before long, their base camp in the shoals around the island is ready, and they begin to get to work on figuring out the best way to get the goods off the island and home. Going up there themselves is deemed too risky - yes, there are ways of operating above the water for a short period, but what if they're up there too long? That doesn't mean that others aren't welcome to try now - by this point, most of the major powers in the region knew the secrets of supernatic propogation, and some species were better suited to going out there than the Cyphiri, so if anyone was willing to brave the journey the Cyphiri were more than the happy to pay them for anything they brought back. Mainly, though, they used their animals, originated from the legged creatures of the temperate waters like the cralscye of Pyl-Garat (albeit engineered to be larger and less dangerous, and to survive above water for a useful amount of time) - it took a year or so of tinkering with their biology (paying local bioengineers for access to their facilities and a little assistance if needed) and giving them the proper training to ensure they could effectively fetch and retrieve the valuables (and not, say, a particularly shiny rock), occasionally accompanied by a particularly brave Cyphiri, but eventually the goods start coming in. The Cyphiri not involved in animal handling and engineering or supernatic expeditions instead focus on effectively storing the loot and preparing it for transport back to Cyph-Arel. Some are easy enough, just packed onto the sea cows like any other trade good, but those items that appear to be less useful underwater (but are still interesting enough to take with them) need a little more work. The solution the Cyphiri come up with, at the cost of a few tents, are a set of rafts made from the same fabric and wooden poles as their tents, tethered to sea cows under the water but floating on the surface laden with those items. It requires a little work, and buying a bunch of bouyant organisms from a sereia biotechnician to keep them floating (after all, the raw material was made to be dense enough to not normally float), but the concept soon proves workable.
    6. Buyout TP1 of 121 [Economy] - 20, Success
      Predictions that the Trawling Beasts would eventually reach Cyphiri waters, working from their current course and expectations of where they may stop, drives House Hallus to push the cleansing of the waters to the northeast to an immediate priority - the Beasts seem to avoid particuarly toxic or desolate waters, but if the region can be made safe in time it can be used as a place the Titans can be guided into, away from Cyph-Arel.


    Nonactions
    • Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference.
    • Start a Monumental Undertaking - The Melrit News Network (1/3)
      Spoiler: The Melrit News Network
      Show

      With the world the Cyphiri live in constantly expanding - small countries are always being found by the Lux-Glossians or occasionally someone else, let alone the two times they've found vast regions populated by new powers - many families are beginning to run into a problem. There's just so many new stories happening all the time, or old ones being discovered, that they can't keep track! What if something really important or interesting happens and they miss it? One family, the Melrit (a part of House Pylet) sets out to solve that problem, their leader having a vision. The way he sees it, the families just need someone to gather and sift through all those stories, and present the best ones to them, and if the Melrit could do that they could end up profiting quite nicely out of it. Step one was setting up premises at home to serve as a central base to work from, and a few meetings with Hapat Pylet are enough to get him to allow them a prime location, right next to the vine forest, in one of the newest settlements of Pyl-Garat. While construction begins of the Network's headquarters, beginning with the tall central building, opportunity scouts and business agents of the Melrit family set out into the wider ocean, looking for countries amenable to the family setting up their operation in.
    • Give the Divine Nacres Supermarine Artillery through A Need For Knowledge for 1 Favour to pay off the debt.
    • Attend the Third Exquisite Ball.


    News and Rumours
    • Reports from the southernmost Cyphiri opportunity scouts that people other than the Chora have passed through the deep waters past Death’s Passage is naturally met with excitement by the majority of the Union, even more so when those early meetings develop into learning about the rest of the tropical waters, and the peoples within. The stories of the Eel, of its sheer size and its strange mental powers, are fascinating but also very concerning, and some Cyphiri find themselves strangely thankful that their Titan problem is merely destructive, and that the temperate countries have been able to guide them rather than having become guided, like the kucen of the Lighthouse. All in all, the most common early impression of the tropics across the Cyphiri is that it is a fascinating but dangerous place, and most families suggest caution when dealing down there.
    • By contrast, attitudes are much warmer towards the taika, the tropical country who first swam north enough to find the rest of the world. Their curiosity and drive is a trait that many Cyphiri can respect, and their love of colour is quite appreciated as well. The fact that they want to learn more about the Flowing Way is just a bonus, one that the Cyphiri are quick to follow up on.
    • Hearing about Lowpeak Reef from the people of Splendid Miru Miru piques the curiosity of many Cyphiri, who make the journey through Death's Passage to take in the sights. As impressive as the Chora operation is up here, many Cyphiri can't help but wonder if more is going on deeper down, where none of them can currently go.
    • The Trawling Beasts are an ongoing problem that the Cyphiri aren't ignoring, but between the Middish preparing to attack them head-on, the Gotezhar handling directing the beasts well enough, and many groups handling picking up the pieces, the Cyphiri don't take major action around the Titans for some time, their focus apparently more internal or southwards - particularly with Baran's direction less strong with his time in the wastes. That said, they do assure the other temperate powers - particularly the Sakura-Jin - that they're working on a plan for the future.
    • Rendal Belar is seen visiting many of the sages of the Way in the time before he takes Belar Hallus on his sacred journey into the wastes, and many of those Cyphiri are soon travelling to meet each other, visit the Grand Archives, or heading to certain locations close by the wastes. Nobody's quite sure what it is, but apparently Rendal's on tosomething.
    • Speculation is rife across the Union on what the story is behind the strange stockpiles found on the island the Trawling Beasts rested on. While some like to suggest the idea that the Beasts did it themselves, most Cyphiri dismiss that as an entertaining but otherwise obvously wrong line of thought. The fact that the goods up there apparently lack anything edible is of more interest, suggesting that the stockpiles existed before and the Beasts were attracted to something that they then ate. With that in mind, the most common opinion across the Union, benefiting from both being logical and being very exciting, is that it must be from a group that easily and regularly operates above the water, and as the Nacres wouldn't readily give up their supplies like this (having let the Beasts stop there, told the Cyphiri what's up there, and not interfered with retrieval attempts), there was only one other possibility - the Reavers.


    Houses and Families of the Cyphiri Union
    Spoiler
    Show

    These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

    The Council Fund
    TPs: 122.1
    Other: Arthan's Head
    The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
    - Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

    House Hallus
    TPs: 122.2, 173.1
    Supports: 122 (Aristocratic/Mercantile), 111 (Aristocratic)
    Other: Cultural Exchange with COS, Lesser Piryon Ma’yan
    House Families: Belar
    Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
    - Ashal Hallus: Baran's newborn daughter.
    - Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
    - Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

    Belar
    Supports: 140 (Mercantile)
    Other: Wayfinder, Gulgolet Shero'ah Hakkol
    A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
    - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
    - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.

    House Ulnesh
    Holy Sites: 122.1, 124.2, 124.3
    Supports: 122, 124 (Clerical)
    House Families: Carral
    Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
    - Werran Ulnesh: A 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. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
    - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
    - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.

    Carral
    TPs: 123.1
    Supports: 123 (Mercantile)
    Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

    House Tellan
    TPs: 109.1, 114.2, 118.1, 118.2, 134.2
    Supports: 126, 139 (Mercantile)
    Other: CYP-OKI Trade Route
    House Families: Kelad
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
    - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
    - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

    Kelad
    TPs: 117.1, 127.1
    Supports: 118 (Mercantile)
    Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
    - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

    House Pylet
    TPs: 129.2
    Supports: 125, 129 (Mercantile)
    Other: Pyl-Garat (129)
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
    - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.

    Other Families
    Holy Sites: 122.2, 122.3, 128.1


    Statistics
    Spoiler
    Show

    Special Actions Available: Military 5
    Special Actions Used: Diplomacy 5, Economy 5, Economy 10, Faith 5

    Diplomacy
    Spoiler
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    Reputation/Favours
    The Abyssal Stewards: Rep 2, -1 Favours (Expected Change: None)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 4, 0 Favours (Expected Change: None)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
    - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
    - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
    The Divine Nacre: Rep 1, -1 Favours (Expected Change: +1 Favour)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige Rank 4, 0 Prestige (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions
    - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
    - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None

    Great Works
    The Palranic Anthology (Literature; kept in Cyph-Arel)


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: +1 Unit)
    Unit Cap: 8

    Aristocratic Support
    122, 111, 124

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    Supermarine Artillery (Dropping Weapons) +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]


    Economy
    Spoiler
    Show

    Treasure: 5 (Expected Change: +2; Rate 2)

    Trade Posts
    Effective Total TPs 16
    Treasure Rate 2

    Trade Post Resource Use Support Rate
    109.1 Swarm Ash Bitter Tourism Cyphiri 2
    117.1 Biolumiscent Tunicates Support of 118, Holographic Certification Black Pearls 0
    118.1 Domesticated Sea Cows Support of 126/129/139 Cyphiri 2
    118.2 Domesticated Sea Cows Support of 126/129/139 Cyphiri 2
    122.1 Native Gold Joined-Stalk Companies Cyphiri 2
    122.2 Native Gold Joined-Stalk Companies Cyphiri 2
    123.1 Malleable Blubber None Cyphiri 2
    127.1 Ray-Ear Seaweed Support of 122/123/140 Black Pearls 0
    129.2 Nutritious Silt Support of 125 Cyphiri 2
    134.2 Cobalt Dye None Costa Sereia 1
    173.1 Tiny Tubeworms Filtration Grafts None 1

    Mercantile Support
    118, 122, 123, 125, 126, 129, 139, 140

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    Wayfinder

    Civilian Technologies
    Composite Grafting No mechanical effect
    Graduated Symbiosis No mechanical effect
    Megafaunal Tailoring No mechanical effect
    Photospore Signalling No mechanical effect
    Supernatic Propogation No mechanical effect
    Trophic Deconvolution No mechanical effect

    Anoxic Adaptation Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
    Bitter Tourism Cross Glacial borders (Prereqs: Heat Source - Usable)
    Filtration Grafts Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)

    Holographic Certification +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Usable)
    Electrodialytic Staurozoa Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses (Prereqs: None - Usable)
    Joined-Stalk Companies Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exemp. (Prereqs: Composite Grafting, Precious Minerals - Usable)
    Adventuring Parties Can send Missions from any region with owned Aristocratic Support (Prereqs: Photospore Signalling, Skilled Labour - Unusable)
    Seeker Barnacles Can send Expeditions from any region with an owned Trade Post (Prereqs: Graduated Symbiosis, Megafauna - Unusable)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 28

    Clerical Support
    122, 124

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts

    Artefacts
    Arthan’s Head As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
    Shero'ah Hakkol One Prospect action per turn in a Wastes region gains a +2 bonus.
    Lesser Piryon Ma’yan Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity, Integration
    124 - Confederation


    Total Passive Effects
    Spoiler
    Show

    Actions
    Buyouts: 2d8 CI
    Impress: +1 Prestige, +1 Religion
    Sway: +1 Prestige
    Exploration: +1 Nacre Rep
    Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
    Colonisation: +1 Nacre Rep
    Claims: +1 Prestige

    Defensive
    Resist Coercion: +1 Steward Rep
    Resist Sack: +1 Steward Rep
    Resist Secret: +2 Steward Rep
    Resist Supports becoming Open/Unruly: +1 Chora Rep
    Resist Sway/Impress: +1 Prestige

    Misc
    Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
    Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
    Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round

    Last edited by Volthawk; 2022-10-22 at 05:18 AM.

  10. - Top - End - #340
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 1-3 of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights
    Round 13

    Actions:

    1. [Military] Attack the Trawling Beasts (in what region?) with 4 units, led by Knight Commander Amlaigh Tolmach attempting Shiver Hell's Foundations, utilizing Supermarine Artillery, the Thunderstone Cudgel, and the Middish Way, and using the Regalis Arbor to Launch Scouts (4 units, Mil 4, 10 General, +3/+5 battle roll, +3 Maneuvering)

    With the coward who previously held the title of Grand Master ejected, the Order may now turn its full attention to fulfilling its highest purpose. Each Trawling Beast slain represents inestimable future destruction prevented. The venerable Knight Commander Tolmach is placed in overall command of the Order's forces and opens a full barrage against the Trawling Beasts, focusing fire on one at a time in hopes of felling as many as possible. With luck, the Knights will never have to engage too closely, but if necessary, all Knights are briefed on the breathing cycle of the Beasts, informed by Gotezhar intelligence, to avoid being sucked in, and are warned to remain close to the surface and avoid descending too deeply. Let the faithful shiver in fear - no more!

    2. [Diplomacy] Aid the ABS in setting up refugee camps
    Those displaced by the ravages of the Trawling Beasts deserve more than mere sympathy. Acting Grand Master de Heredia takes it upon himself to travel personally to the rulers of the those regions where the Abyssal Stewards seek to resettle the displaced, speaking on their behalf (especially of those faithful who were harmed, though these are thankfully few) to sooth fears of outsiders and rumors that the Stewards possess an ulterior motive in this charity.

    3. [Diplomacy] Press Claim to [Region 116]: 9
    Lady C'Oup Oosh-Ritehn, wife of the former Grand Master, and her family begin to grow their influence in [Region 116]. Positioning Feirefis as the rightful leader of the Ironkelp Order and the scion of a powerful house, the young Anuran finds himself at the center of a tangled web aimed at granting him full sovereignty over the Order of the Violet Crown.

    4. [Diplomacy] Press Claim to [Region 118]: 16
    Similar events play out in [Region 118], as Percival and his mother Dhobjetta Ambrosirtien return home. Relying on the prestige and fame of the exiled Grand Master, Oliver's wife begins working to consolidate her position at the forefront of the herding families.

    5. [Diplomacy] Sway Aristocracy in [Region 176], using the Regalis Arbor to reduce the effective distance to 4 regions: 12
    The trust of the distant king of [Region 176] is a gift that must be repaid, but his courtiers and vassals seem reluctant to accept the Order's friendship with their liege. Given the failures of the previous diplomats, Acting Grand Master de Heredia finds the whole thing distasteful, but eventually finds himself compelled to yield to the romantic and chivalrous Grand Master Martin, who hassles him incessantly about the matter. In the end, de Heredia publicly blames Oliver's poor judgement when selecting the members of the mission for the failure and dispatches a second group of Hislangue diplomats to smooth things over.

    Nonactions:
    1. Turn over KC Tolmach to a new char?
    2. Attend the Gala


    Spoiler: News and Rumors
    Show
    • Grand Master Martin....
      .
    • Acting Grand Master de Heredia....
      .
    • The exiled Grand Master....
      .
    • Two marriages....
      .
    • Polar connections....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
    Current stats
    Diplomacy: 5
    Military: 4
    Economy: 4
    Faith: 3
    Intrigue: 5
    Rolls

    New Ruler Next Round? no

    Expected Stat Bonuses: +2 Dip


    Spoiler: Other notes
    Show

    Generals:
    • Knight Commander Amlaigh Tolmach of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll)

    Units: 4 / 7

    Treasure: 1

    Resources controlled:
    • Region 103: Adventuring Scholars
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires Composite Grafting, Trophic Deconvolution
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires Giantsbane Seeds, Supernatic Propagation, Photospore Signalling
    • Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

    State Religion: The Middish Way of the Flowing Way
    • 5 HCs: +1 offensive battle rolls
    • 15 HCs: 2d8 to Sway Factions

    Artifacts
    • Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order)

    The Regalis Arbor
    Spoiler: Effects
    Show
    The Regalis Arbor is rooted to the earth, becoming a Flowing Way Holy Order located in Orope [Region 114]. As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

    • Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.
      .
    • Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.


    Valid Holy Orders: 114

    Reputation:
    • 1 ABS favor
    • 1 DNA favor
    • PRS rank 3
    • Signatory to the Flowing Peace, alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-10-15 at 12:35 PM.

  11. - Top - End - #341
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
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    Los Angeles
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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lambent Matron Adiratna
    Diplomacy 10
    Military 10
    Economy 10
    Faith 2
    Intrigue 8

    Expected Stat Increases: +2 Intrigue

    ...

    Actions
    • Diplomacy - Host the Third Exquisite Gala
      Spoiler: Event Sub-Actions
      Show
      • Gift Indah's Embrace to the Lighthouse and the Lojanese Republic.
      • Trade Indah's Embrace to the Kar-Nath Hegemony in return for Composite Grafting and Filtration Grafts technologies.

    • Military - Invade Region 20 with 7 Units led by the Rubicund Fist Netra (Mil 8), attempting Victory is Life Tactical Doctrine and utilizing Death Commando Conditioning.
    • Intrigue - Prospect Shue'aaz Sho for a second Trade Post - 14
    • Intrigue - Investigate methods whereby the Hum of the Eel Without End might be translated, making use of all manner of harmonizing media and a ready supply of dissidents - 15
    • Intrigue - Coerce TP 1 of Sandfish in Region 22 - 15
    • Intrigue - Secret


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-10-15 at 10:15 PM.

    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 - #342
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 13
    [Gotezhar Builders Union]

    [Feytor Mira'din, Tsunami's Wake]
    Regions: 138, 128, 136, 137, 139, 174

    Actions:
    1. [Military] WAR - Send 8 Units to Region 141, led by Squall Kagado (Mil 10)
      +11 TacMan, +8 Battle Roll
      [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses]
      [Route: 139 -> 129 -> 141]
      Spoiler: Military Strength Breakdown
      Show
      Maneuvering: +11
      +1 Maneuvering, Supermarine Artillery
      (Mil 10) Squall Kagado

      Battle Roll: +8
      +3 (Half Leader's Military)
      +1 Middish Way
      +1 Supermarine Artillery [Dropped Weaponry]
      +0 Devolving Standardized Integrations [Combat Drugs & Medicines]
      +1 Treasure
      Outnumbering: +2 (8 units to 5 units)

      In an unusual maneuver, Feytor Mira'din charges Kagado to take everyone and attack the Greenwater Clans. Rumors abound for what the reason behind this order might be, especially as it happens shortly after a message is received from New Korasoon. Some say it's because Mira'din worked out some kind of deal with someone. Other say it's because the Greenwater Clans are making waves in the region southeast of B'kini Bottom. Still more rumors say it's because the Greenwater Clans are somehow responsible for the Trawling Beasts showing up in the Temperate region, as the rise of the Clans happened around the same time as the Beasts started. Regardless of the reason, it is true that the Gotezhar are going to War.
    2. [Military] WAR - Send 2 Units to assist the Order of Iron Kelp in Region (109?), under the command of OKI Knight Commander Amlaigh Tolmach
      [Route: 128 -> 113 -> 111 -> 109]
      At the urging of her allies, Mira'din sends her strike team to try and assist in assaulting the Trawling Beasts. They have orders to assist Knight Commander Tolmach, but also advise the Commander to direct the Beasts towards some kind of Trench; perhaps to the Northeast?
    3. [Military] Raise a Unit
    4. [Military] Raise a Unit
      With the knowledge that there are multiple campaigns going on, Feytor Mira'din calls for more aid from volunteers, and creates more Gotezhar Squalls.
    5. [Faith] Build a Reefback Nursery in 174 (2/4) [Spend a Treasure, +1 from The Gathering Tide Warehouse]
    6. [Faith] Build a Reefback Nursery in 174 (3/4)
      There are many benefits to having a Reefback Nursery in New Korasoon.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • The Trawling Beasts are devastating to the landscape, but with no other recourses at the moment, Feytor Mira'din continues to encourage them to where they will hopefully do the least damage. [Encourage the Trawling Beasts Northeast using a supply of Pure Berries]
    • Build a Monument - The Statue of Korasoon (2/3)
      Joontar Arjiloza continues with their effort to build a functional statue of Korasoon. The giant bowl will take time to craft properly, and even more time to make sure it is crafted without ocean water inside it. This means that glass must be carefully shipped to the small island to the northeast of Colownya, and skilled crafters must brave putting together the large bowl together above the ocean waters. The process involves a lot of expertise and careful piecing together of glass shard after glass shard, which is slow and laborious. Additionally, the actual statue itself must be shaped and assembled. Together, these efforts take time, but Arjiloza is determined to see it through.
    • Change Desired Import of Gosco C'Gor (137) from Religious Materials to Spices [Pending GM Approval]
    • Go to the Exquisite Gala [Non-action]


    Spoiler: News and Rumors
    Show

    • The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out why they are attacking then they are in finding the Reavers themselves...
    • While attending the Exquisite Gala, Feytor Mira'din met an interesting Mer merchant, from the Lojanese Republic, by the name of Woenpal Noerjang. Finding him intriguing, Mira'din invited him back to Dounpor, ostensibly to help teach the Merchant Caste Gotezhar how to better follow their calling, but more often then not, Woenpal is seen nearby or in Mira'din's office. Many begin to think the merchant is courting the Big Boss.
    • Mira'din receives a written note - rare for the Gotezhar - from former General, Squall Essensio. Apparently the Squall is happily retired in New Korasoon, and has taken over the local guardians. Oddly, not a day passes before Mira'din herself sends a written note out, apparently addressed to Grand Master Martin of the Iron Kelp Order.



    Spoiler: Ruler Information
    Show

    Feytor Mira'din, Tsunami's Wake D M E F I
    Current 5 7 7 4 3
    Rolled Stats 5 4 3 4 1
    End of round 10 0 2 1 0 0
    End of round 11 0 0 2 0 1
    End of round 12 0 1 1 0 1
    End of round 13 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Faith, +2 Mil


    Spoiler: Book Keeping
    Show

    Units: (10 / 14)
    General(s):
    - Squall Kagado (Mil 10) [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

    Cities:
    City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)
    Treasure (4 / 10)

    Special Ships:
    Tipsy John

    Cultural Exchanges:
    Gotezhar (138) to Costa Sereia (134)

    World Wonder
    The Gathering Tide Warehouse (138)
    Wonder Effect: The owner of this Wonder gains +1 passive Treasure income and may, once per Project, count a Project action as two Project actions if they spend one (1) Treasure as part of said Project action.

    Boon
    (+2) Actions Complete for a valid Trade Post of my choice, from the ABS

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Razor Current Netting
    +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold
    Supermarine Artillery
    +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Bitter Tourism
    The user can now cross Glacial borders.
    Filtration Grafts
    The user can now cross Toxic borders.
    Electrodialytic Staurozoa
    May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.
    Devolving Standardized Integrations
    Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
    Holographic Certification (Requirement Needed: Bioluminescent Ink)
    +1 to rolls when resisting Undermine Support
    Last edited by Gengy; 2022-10-15 at 07:20 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

  13. - Top - End - #343
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread



    Primarch Marcion

    Diplomacy 10
    Military 8
    Economy 8
    Faith 10
    Intrigue 1


    Diplomacy 10 Ascension to Sea Power!
    Marcion has succeeded in growing the World Garden to one of the Great Powers! But, as they look around, all the faces that attended their coronation are long faded, and she knows their time is passing fast

    Diplomacy Attend the Exquisite Gala

    Sub-action Trade brackish border technology and a promise to the Ennead for Electrodialytic Staurozoa technology. Additionally offer to host Ennead scholars at The University.

    Economy buyout a unit of Fruiting Mangrove (125 2)

    Passed

    Economy Buyout a unit of Liming Snails(115.1)

    Passed

    DC 12 autopassed with HS bonus

    The World Garden has no income. These materials will help grow our economy! Furthermore, the sources of lime and chemicals will provide Fertilizer for Petrix's project

    Faith Special action: present a Thesis to the Nacres! 1 treasure spent
    The Dreams of St. Psaul have come to fruitition!

    Thesis abstract:

    Spoiler: By our own claws or none: the Messianic Heresy
    Show


    In this thesis, submitted to the Divine Nacres and available for public perusal at The University, Primarch Marcion dissects the heresy of Messianism. They examine first its historical antecedents, as highlighted in the Therapeutic documents, then they move to contrast it with the doctrine of The World Garden. Special attention is taken to the Epistles of St. Psaul, and how his modesty eventually eroded the Messianist doctrines of the Exposers in favor of the doctrine of The Garden. Additionally, space is given to the Levt offshoot of Gardener theology and how the time of lost contact shows Gardenism had supplanted Messianism by only a few generations after the Cataclysm.

    To clarify, Messianism is belief that a charismatic leader will force a decisive conflict that will perfect the world. Gardenism is the belief that the perfect world will be acheived by gradual work over many lifetimes. Messianism also teaches a belief in personal salvation and an anthropomorphism of the Divine, leading to a personal relationship with a personal God: the Messiah is a general, the Messianist is a soldier in their war. The Gardener has no such arrogance or aggresion: the world is made of peace and love, and it will grow indefinitely.

    The ultimate difference, therefore, is one of aggression. Gardener theology is one of acceptance and works. The world changes gradually and by effort. Messianism teaches that, once a state of grace is acheived, it comes with it a state of power, and the world will bend to a charismatic figure that is imagined to be an idealized version of either the self, the parent or a mating partner. The Gardener monastic codes therefore, serve an additional quiet purpose in suppressing thought modality that encourages messianism.

    In conclusion: the Gardener theology is one of practical long term goals that came from St. Psaul's rejection of personal authority in favor of trust in the Cherry Blossom movement as a whole, enduring project.


    Spoiler: PRS Monument part 4
    Show


    Petrix returned to the project of the Caves of Therapy with a new energy after meeting the Ennead delegates and seeing the elevation of the Primarch by The Divine Nacres.

    The shrine would be rededicated! And it would be a combination of ancient symbols and new meanings!

    Petrix approached the Nacres and made a request, expecting rejection out of hand, "What would it take to be gifted a cutting of Sakura?" Petrix expected, for the answer, if it was deigned given, a ransom of treasure or a favored pledged, repayed.

    The answer was simple: "Show us you can keep it alive without our help."

    They gave a list of demands, and Petrix went to work.


    Non-actionspend a favor with the DNA to coerce TP 135.3

    These light sources will be invaluable for Petrix's project



    Expected growth +1 Econ

    New Stats:

    Diplomacy 10
    Military 8
    Economy 9
    Faith 10
    Intrigue 1

    Rolls
    Last edited by Feathersnow; 2022-10-15 at 11:24 AM.

  14. - Top - End - #344
    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

    • Perturbed by the enigmatic entity Mammon, the Elder Council sends a delegation to the Eternal Springs to inquire about their intentions. Why have they summoned this strange being, and what are their intentions with it?
    • The Seatide Confederacy has no desire to be drawn into a fight with a friendly neighbor, but out of respect for the Abyssal Stewards, requests that they send a delegation to present their evidence and concerns regarding Mammon.
    • Judge Flash of Green is replaced by Judge Azure Gleam after coming down with a fatal case of the Rotting disease, exacerbated by old age.




    Actions:

    [Economy] Begin Polar-Confederate International Bank (World Wonder) in Seatide (1/5)
    Spoiler: Proposed effect(unapproved)
    Show
    Polar-Confederate International Bank
    A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
    Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. nations using the common currency get +2 increased Treasure cap, and can transfer 1 treasure to another currency user 1/turn. The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or choose to block any treasure transfer done through the bank.

    Seatide's reach has grown wide, but its markets are still fractured and diverse, making efficient trade difficult. Now that the Confederacy has the economic and diplomatic heft, it is time to change that. After much debate, the Merchant Drifts of the Council push through a resolution for the founding of a banking consortium that will centralize and streamline the finances of dozens of Drifts. The debts and assets so amassed will provide the backing for a common currency that will weld Seatide's economic ties into a single market.

    [Economy] Establish Consortium Plans for the Polar-Confederate International Bank (World Wonder) in Seatide (2/5)
    Before the Bank can be established, its structure needs to be ascertained. Leading figures from the major banking drifts meet in a Conference to create a blueprint for the new entity. The bank will be overseen by a small Banking Council comprised of appointed representatives from the Judge of Seatide and the largest Drift interests. The Judge and interests will provide guarantees for the bank's liquidity. With solid backing, the bank can then buy out merchant debt in exchange for sums of currency.

    [Economy] Construct the Bank Headquarters (3/5)
    With plans in place, the Council of Elders passes a decree granting the official bank charter and directing the Judge to establish the Bank. A grand new headquarters is constructed for the bank, carved straight into the canyon walls of Deepdrift and painted in splended colors. The deep caverns of the bank will provide room for the numerous accountants and bankers in employ, as well as secure vaults for bullion and records that the bank will handle.

    [Economy] Buyout TP 2 in Region 108 (Mud Diamonds) Spending 1 Treasure
    [Economy] Buyout TP 1 in Region 115 (Liming Snails) Spending 1 Treasure
    Now with access to Temperate markets, Seatide takes advantage of its Annoxic Adaptation technology to invest in underdeveloped markets.

    [Economy] Expedition north of 80
    There are still rich opportunities for wealth and trade not far from Seatide. A small consortium of enterprising Drifts funds an expedition to explore their northern waters.

    Non-Actions:
    Oppose all Sway and Impress actions targeting merchants loyal to Seatide
    Support SEN buyout in 67
    Support Buyouts for factions that own the territory they are making the buyout in
    Accept Bitter Tourism from SEN (Cultural Exchange)
    Provide SEN with Holographic Certification (Cultural Exchange)
    Lose the PRS Rolloff in exchange for a favor

    Die Rolls:
    https://forums.giantitp.com/showsing...&postcount=684

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Azure Gleam
    Diplomacy: 6
    Military: 3
    Economy: 7 (+3)
    Faith: 2
    intrigue: 2

    Military Units: 6

    Regions Owned: [Seatide 79]
    City: +1 to Buyout 1/turn
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap)

    Artifacts:
    The Tideglobe - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.
    Glowspire - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.
    The Bare Trap - Mystical trap that helps defend against Reavers.

    Culture:
    Mutually Beneficial Arrangements - 2d8 to performing and resisting Impress Merchant attempts

    Military Technologies:
    Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.
    Razor Current Netting (+10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending) Prerequisites: Composite Grafting, Glass. Slot: Fortifications

    Civilian Technologies:
    Composite Grafting (Starting Tech)
    Graduated Symbiosis (Starting Tech)
    Megafaunal Tailoring (Starting Tech)
    Photospore Signaling (Starting Tech)
    Supernatic Propagation (Starting Tech)
    Trophic Deconvolution (Starting Tech)
    Anoxic Adaptation (Permits actions and troop movement across brackish (green) borders). Prerequisites: Composite Grafting, Trophic Deconvolution
    Holographic Certification (+1 to resisting Undermine Support actions) Prerequisites: Bioluminescent Ink, Photospore Signaling.

    Resources controlled:
    [Talented Crab (65, TP1)] Support
    [Gravelglass (68, TP1)]
    [Edible Algae (69, TP2)] Support
    [Edible Algae (69, TP3)] Support
    [Inkfang Worms (70, TP2)]
    [Rust-Veined Pumice (73, TP3)]
    [Firefly Squid (74, TP1)] Support
    [Magnetic Sand (75. TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP2)] Support
    [Bluefish Antifreeze, Seatide (79, TP3)] Support
    [Dragon Eyes, Cryptoclysus (84, TP1)]
    [Stripdrill Hyphenae (187, TP1)]
    [Sour Krill (80, TP1)]

    Merchant Faction ETB: +5
    ETP Total: 27

    Treasure: 5 (+3 / Turn)

    Factional Support:
    Kenaqua (52) - Merchant (Supply Firefly Squid)(+1 ETP)
    (59) - Merchant (Supply Edible Algae)(+2 ETP)
    (65) - Merchant (Supply Rust-Veined Pumice)
    The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
    Danabae (69) - Merchant (supply Inkfang Worms)
    Region (70) - Merchant (using Sour Krill)
    Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)
    Maurente (74) - Merchant (Supply Edible Algae)(+1 ETP)
    The Plains of Sarkenos (75) - Merchant (Supply Inkfang Worms)
    Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
    (187) - Merchant

    Diplomacy:
    Trade Route with the Gravetenders
    Trade Route with Lux Glossia
    Cultural Exchange with the Shifting Ennead

    Reputation:
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-10-16 at 09:32 AM.

  15. - Top - End - #345
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Most Serene Lojanese Republic
    Time: Round 13, Place: Regions 6, 9, 11 and 13
    Prime Minister Hoerthd Thnoet
    Diplomacy: 7
    Military: 7
    Economy: 8
    Faith: 2
    Intrigue: 6



    rolls

    Actions:
    1. [Diplomacy]Attend the Gala
      • Sign Prestige treaty with LIT stating: "In rounds 13-15, LIT and LOL shall not use hostile military actions agains each other."
      • Give 1 treasure to LIT
      • Accept Kaarme from LIT
      • Accept Indah's Embrace from LSD

      Albeit it is tempting to describe the peace agreement to the domestic populace as the Lighthouse capitulating, the Prime Minister resists doing so. Instead, he stresses the importance of keeping peace between the great powers and notes that the acquisition of Kaarme has been much cheaper than it would have been if attempted by force.
    2. [Diplomacy]Sway merchants in region 12, and buy out TP 12.3 Crystal Chips (Tairlav Palace bonus) Sway: 2d8 + 7 Diplomacy + 1 Prestige - 0 distance vs TN 12 success
      Buyout: 2d6 + 8 Economy - 0 distance vs TN 12 success
      With the threat of war relegated to the disorganized invasions of a few Magaramachi, the markets are pleased.

    3. [Economy]Give TP 2.2 Siren Extract to LIT through Trade Route.

    4. [Economy]Prospect W26 using the Losinka Alaku 2d6 + 8 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12 success, 14
      The wastes, going by their size, should have abundant natural resources...
    5. [Military]Invade region 5 with:
      • General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 7 Diplomacy + 1 Prestige)
      • 4 units
      • 2 treasure spent: +1 to battle, +1 mercenary unit, +1 from city Oarngalau
      • Death Commando Conditioning: +1 to battle
      • Ruler score: +4 to battle
      • Route: 6>5

      Although peace has been made with the Lighthouse, the War Minister Wszemocna thinks it would be a waste to simply dismiss all those armies that have been built up.

    6. [Military]Raise unit




    Non-Actions:

    Pay 1 treasure to activate Tairlav Palace
    Spy secret nonaction... sent.

    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    [Renown] A Monumental Undertaking: Roof over Their Heads 1/3
    Spoiler: Roof over Their Heads
    Show
    There have been numerous calls to move the government offices from a rural location near the Shtue'ear spire to the bustling city of Sheade. However, Hoerthd is wary of merchants' influence in the city, and he also thinks such a move would alienate more conservative citizens or citizens with strong local ties who do not like the international character of the city. A redesign of the government offices is appropriate, though, as it has been become a stock joke that civil servants are working and living in makeshift tents due to a lack of space in the governmental stone buildings.


    News and Rumors:
    • The news that the world is bigger than previously thought is mostly considered to be good news. Merchants trip over one another in their rush to claim all the riches and exotic goods of the world's markets. The barbarian civilizations of the cold seas, although widely regarded to be icky and dumb, may yet prove to be valuable allies or sources of inspiration now that non-Titan-related religions in the tropics have been stagnating.
    • Fabulously rich Woenpal Noerjang went to the Gala hoping to find a cure for his ennui. There he got more adventure than he could have dreamed about. He made the perilous journey from Sheade to Dounpor, made countless connections with foreigners of all species and trades and became a key advisor in the Builders Union - a job offer he accepted out of his longstanding interest in the lives of people of various backgrounds rather than with the compensation in mind. At the heart of Woenpal's newly discovered fascination with faraway seas lies the woman who invited him, Feytor Mira'din. A compassionate ruler and a Mer with an inspiring character, what's there not to like?



    Spoiler: Ruler
    Show

    Prime Minister Hoerthd Thnoet
    Next round stats:
    Diplomacy: 8
    Military: 8
    Economy: 9
    Faith: 2
    Intrigue: 6

    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, last update R11
    Show


    Actions to take: sway merchants in 8.

    Special Actions Available: D5
    Special Actions Used: E5 M5 I5

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports Table to be simplified?


    Reputation/Favours To be updated
    The Abyssal Stewards: Rep 1, 1 Favours (Expected Change: +1 Rep)
    The Chelonian Chora: Rep 0, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 2, 0 Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera RIP

    Cultural Identities
    Let's Have a Cuppa - 2d8 to Swaying


    Military
    Spoiler
    Show


    Units: 9/10 (Expected Change: ??)
    • Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme, rerecruited R12
    • 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme
    • 2nd Selachian Battalion - hired R2
    • Black Guards - hired R3, assassinated the Plo'uogoar
    • Selachian Elites - gained R7
    • Region 13 unit - gained R9
    • Sheade Regulars - recruited R10
    • Special Operations Forces - recruited R11
    • Kaarme Nobles - recruited R11



    Generals
    Zabkrew - Mil 9, Graceful Show of Force:
    +1 to tactical maneuvering
    -20% enemy casualties
    -20% own casualties
    +12 to enemy leader loss roll
    +2 to own leader loss roll
    You may make a Sway attempt against a randomly determined support in the battlefield region (regardless of the outcome of the battle)

    Fortresses
    Huurdrav, Lojan

    Perfected Tactical Doctrines
    None

    Military Technologies
    Death Commando Conditioning +1 to battle, requires Lamia Extract


    Economy
    Spoiler
    Show


    Treasure: 7 (Expected Change: -4+3)
    Trade post income: 3 Treasure/round

    Trade Posts List to be simplified
    Total Owned ?? (?? for Treasure gain)

    Cities
    Sheade, Lojan - Swaying
    Oarngalau, Selach - Battles

    Trade Routes
    Coral of the Protected Statera RIP
    Lambent Syndicate
    Lighthouse
    Forests of Astral Yearning

    Specialised Ships
    Losinka Alaku: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. +4 vs theft, +1 to Explorations and Buyouts made with it.

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect
    Graduated Symbiosis No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions, 2d8 to Impressing

    Artefacts
    None

    Holy Orders
    None

    Miracles
    SUB followers can cross toxic borders.


    Intrigue
    Spoiler
    Show

    Spies
    Intrigue 7 Spy



    Spoiler: Interesting quests
    Show


    ABS

    [Offer] Bounty of the Depths -

    (Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

    [Opportunity] Fueling The Forge -

    (Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

    CCA

    [Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? -

    [Request] A Little Less Lonely Road -
    (Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

    [Opportunity] An Appetite For Abundance -

    (Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

    Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

    (Task: Cooperate in the creation of the Songline of the Sunlit Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Songline. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    DNA

    [Opportunity] A Need For Knowledge -
    (Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

    [Offer] Survival Of The Fittest -
    (Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

    (Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll. Duration: From the start of round 10 to the end of round 15. Details: None.)

    PRS


    [Honor] Remarkable Reconstruction -
    When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.

    [Mystique] Renegades, Turnskins, And Defectors -
    The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not.


    [Piety] The Religious Community -
    (Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

    Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn. If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off with the tying country’s highest respective attributes, with the lowest rolls losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
    Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, and counts as an instance of gaining Prestige for timing purposes only.

    [Renown] A Monumental Undertaking -

    Can work on one monument or similarly grand project in a region you control as a non-action. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. Three to four sentences should usually be sufficient. When beginning such a project, must decide on a 3-part project (+1 PRS) or 5-part project (+2 PRS).

    [Acclaim] To Greatness -

    Sea Power, Empire, Merchant Marine, or Holy Sea -> 1 Prestige. Usurpation results in Prestige loss for the usurped country.

    [Honor] Blood, Stone, and Ink - PRS treaties can be made.
    [Affluence] Opulent Optics - May spend 5 Wealth as non-action to gain 1 Prestige.
    [Mendacity] A Lack Of Commitment - Prestige loss if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss if a country backs down from an Ultimatum it has made.

    [Notoriety] The Fragility of Fear -
    [Ignominy] Stigma, Scandal, and Shame -

    Prestige loss will be assigned: experience a rebellion in response to a failed Oppress Faction or Impress Aristocracy action, commit gross atrocities.
    Prestige loss may be assigned: forced to acquiesce to a rebellion’s demands, badly lose a battle heavily favored to win, grossly humiliated or suffer a gross embarrassment.
    Return captured general: can give -1 PRS to the other party, captured ruler: -2 PRS.



    Last edited by Corona; 2022-10-16 at 06:29 PM.

  16. - Top - End - #346
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 13
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D7 ; M7 ; E6 ; F2 ; I3


    Actions
    1. [ECO Buyout TP 68.2] SUCCESS
      With the interlopers cleared out, the Ennead's merchants move in. The King wishes for more economic independence, with no insult intended toward their allies to the east.
    2. [ECO Buyout TP 67.2] FAILURE
      Frustrated with their failure, Akkoroas orders the annexation of the private holdings of several Arms. With new incentives in play, he appoints new traders to seek control of the valuable crystals.

    3. [DIP Send a Mission into [73]] GREAT SUCCESS! - I'll take Aristo, assuming that works normally here
      With the blessing of the Great Mother, the depths that surround Danabae are within reach. King Akkoroas sends out scouts, diplomats, and biologists to learn what lies below.
    4. [DIP Attend the Gala]
      Spoiler: Event Subactions
      Show
      Send Electrodialytic Staurozoa to SKR


    5. [MIL Sack Holy Site 71.1] 14
    6. [MIL Sack Holy Site 71.2] 16
      King Akkoroas' eyes turn west. The decades-long silence from the Draigu calls for investigation. Investigators need protection. Protectors need supplies.



    Non-Actions
    1. Accept all gifts
    2. Gift Bitter Tourism to STC via Cultural Exchange



    Reports and Discoveries
    • Aulerus delivers a denouncement and a warning. "The Pax Arctica was a sermon of hope and a promise of sanctity, and now it stands as a monument to fear. Why are our borders not worth protecting? Why are the foreigners from the east given free reign in our markets, in our farms? This Congress has now twice violated our borders, and not a word from the blind swarms or the cowardly statues. When coupled with the destruction of Doflein goods at the hands of those who skulk in the shadows, this is nothing short of economic terrorism and it will not be tolerated. If the representatives of the Cryptids are not evicted, whether by the authors of the Pax or their own rulers, from Ennead waters, we will take matters into our own arms. Blood will flow."



    Ruler Stats R11:
    D: 8
    M: 8
    E: 7
    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
    S Graduated Symbiosis N/A N/A
    S Trophic Deconvolution N/A N/A
    C Electrodialytic Staurozoa Ignore Effective Distance from Briny 2/rd N/A
    C Holographic Certification +1 to rolls when resisting Undermine Support Photospore Signaling, Bioluminescent Ink
    M Devolving Standardized Integrations +1 to Battles following destroying enemy units in battle Composite Grafting
    C Anoxic Adaptation Brackish (green) border crossing Composite Grafting, Trophic Deconvolution
    C Bitter Tourism Glacial (black) border crossing Heat Source
    M Razor Current Netting +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending Composite Grafting, Glass
    M - N/A N/A
    M - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 11/11

    Generals
    • Balelia - 9
    • Tulticius - 8

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC

    Artifacts

    Treasure
    2/5

    Special Actions Used
    DIP5 - Cultural Exchange DPB
    MIL5 - Recruit General Tulticius
    ECO5 - Specialized Ship, The Harvester

    Great Projects
    Name Location Details
    Provinciarum Mirabilia 67, 68, 74 Massive statues of coral and living flesh harvested from serfs, coupled with tax-collection offices



    POLAR
    Last edited by JBarca; 2022-10-16 at 06:04 AM.

  17. - Top - End - #347
    Pixie in the Playground
     
    MappyPK's Avatar

    Join Date
    Aug 2022
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Splendid Miru Miru

    Aniwana (153)
    Round 13





    Leader: Tuatahi the Second Bubble Bender
    Diplomacy: 4
    Military: 3
    Economy: 8
    Faith: 2
    Intrigue: 6
    Expected Gains: +2 Eco

    Standard Actions
    1. ECO - Buyout TP1 in Region 150. Failure...
    2. ECO - Buyout TP2 in Region 150. Success!
    3. ECO - Buyout TP1 in Region 142. Success!
    4. ECO - Explore West of Region 153. Success!
    5. FAI - Convert to the Cyphiri Way.


    Non-Actions
    1. PRS - Continue monumental task
    2. Resist any Buyouts in my region.
    3. Attend the Gala.


    Notes
    1. The expedition into the region West of Region 153 should count towards the Chora quest "A Little Less Lonely Road" for exploring wastes.
    2. If the fluff below is acceptable, Hollow Sunfish may be able to fulfill Aniwana's desired resource, Exotic Foods (see region post, of course, for specifics).





    Spoiler: Buyout Fluff
    Show
    Given the recent expeditions, the Taika of Aniwana immediately had their eyes set on the luxuries that have made themselves available, ripe for the picking. Though, perhaps it is a bit odd to consider a source of vigilante labor as a luxury. Nonetheless, throwing a pretty penny their way will suffice. Oh, and those sunfish that occasionally rise to the top of the sea in the expanse to the north would surely come in handy-- who knows what color they might contribute to the bubbles of the people, if they were to be eaten? Perhaps a stark black, or the ability to create something so transparent, it wouldn't ever be seen, potentially being the most inconspicuous support structure ever created.


    Spoiler: Exploration Fluff
    Show
    There only remained one way left to go from Aniwana, and with their newly trained squadron's ability to generate a beautiful bubble-based ship, Tuatahi pushed his people to venture into the wastes of the west. Given the request from the recently met Chora, now was a great time to do so.


    Spoiler: Convert Fluff
    Show
    Having visited the Exquisite Gala, Tuatahi's diplomats found themselves heavily intrigued by the messages spread from the followers of the Flowing Way. Though it would take some time to garner the support of the population, the teachings of the Cyphiri Way quickly spread through the ranks of the Miru Miru government, and began to hold some degree of influence on the nation's decision-making. Hopefully, these newfound morals and laws will act as a way to form new friendships and reach other seas peacefully.

    Note: I've been sick this week and did not have time to fluff this conversion out greatly, please understand.


    Spoiler: Monumental Task Fluff (2/3)
    Show
    With the royal collection finally complete, construction could begin on the statue of the first Bubble Bender. A long and arduous project lied ahead, but the people of Aniwana were ready to take it on. Each and every scale, fin, and gill would be faithfully recreated from only the most accurate of historical descriptions. It would be crafted, of course, from the collection of sparkling and glittering stones that had been piling for years, and glued together with the most glorious of plant life in a variety of colors. Bubbles filled the gaps and provided structural supports, as well as small details, such as the illustrious eyes of the Bender. With more time, all that was left to complete would be the areas surrounding the statue, as to create a beautiful site for many to visit.
    Last edited by MappyPK; 2022-10-15 at 06:19 PM.

  18. - Top - End - #348
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
    Location
    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca V
    Diplomacy: 7
    Military: 6
    Economy: 6
    Faith: 7
    Intrigue: 5

    Actions:

    [1][economy] create special ship (Mobula)
    [2][economy] Expand trade in region 4
    [3][economy] Expand trade in region 4
    [4][economy] buyout TP9.3 (Ching He'aang) (add treasure, TN12)
    [5][intrigue] create spy (rolled previous round)

    rolls for ABS rep3 and for buyout of TP
    roll for spy (done previous round)

    Non Actions:
    -use non-action from Abyssal Stewards to complete Expand trade in region 4
    -resist all sways/sacks/buyouts/...
    -use favour to get back to ABS rep 3 (spend treasure)

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 4: TP1, TP2 (Eye Weed)
    region 12: TP2 (Crystal Chips)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 15: TP1 (granite slabs)
    region 28: TP1 (Tiny Turtles)
    region 29: TP1 (Spinecrab)

    Passive income: 3/turn

    Units: 6/10
    treasure (EOT): 5

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 0
    -The Divine Nacres: 1
    -Chelonian Chora: 3

    New stats
    stat increase:
    rolls for new ruler
    Diplomacy: 7
    Military: 6
    Economy: 6 +2
    Faith: 7
    Intrigue: 5

    Organisation reputation
    Abyssal Stewards: 3
    chelonian chora: 2
    divine nacres: 2
    international prestige: 1



    Spoiler: news
    Show

    -The new holy order of priest-scribes created a few years ago, in the capital region of Hym, will be named The Guardians of the Ancestors.



    Spoiler: enlarge economy
    Show

    With the two regions integrated into the Hymenocera expanse, large projects are started to expand the economy in these regions. Scientists of the Hymenocera Institute of Sponge and Algae Research have found ways to increase Eye Weed production without depriving the locals from the necessary plants they need to survive in the toxic region.

    With the new merchants in region 30 wanting esoterica, the Hymenocera trade guilds try to get some gem foam for them, which they manage to do.


    Spoiler: Spy
    Show

    The first thing Lord General Odonto realises, is that they need more information about their neighbours and they have to avoid giving much away as well. To that end an intelligence service is started. Lady Atyoida will be the head of this new organisation.


    Spoiler: ship
    Show

    A large and heavily armoured vessel will be created to explore the wastelands. Using composite armour on a frame created by using the silicon based skeleton of certain sponges and using other sponges to filter the water, it is a surprisingly strong ship, even if it doesn't carry any offensive weaponry (except for its crew). The nose looks a bit like a shark, but it also has wings like a manta ray. It will be named Mobula.
    Spoiler: ship image
    Show


    Last edited by farothel; 2022-10-10 at 11:08 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."

  19. - Top - End - #349
    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
    Located in: Polar zone, regions 64, 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Turn 13


    Rham, the Frozen King

    Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1

    Actions:

    1. [Diplomacy]: Diplomacy 10 special action: become Sea Power
    - As the decades-long rule of Rham nears its end, the Frozen King sets to finally finalizing the unification of all territory the Nathi have extended their claim to. Banners are unfurled all across the Hegemony, parades held and celebrations prepared in honor of such a grand achievement: truly, the King has served his nation well.

    2. [Diplomacy]: Attend The Exquisite Gala
    - Sub-action: Trade Lambent Syndicate Composite Grafting and Filtration Grafts technologies for Indah's Embrace technology
    - Attending in his role as the new Frozen King soon to be crowned, Nedir negotiates trade of technology, a subdued but notable presence amidst the festivities.

    3. [Military]: Recruit a unit

    4. [Faith]: Faith 5 special: Create an Artifact

    5. [Faith]: Preserve Frozen King Rham in ice according to ancient traditions of the Nathi
    - While it has not been upheld for quite a while, the ancient tradition for the reigning Frozen King to give themselves over to the will of the gods once their reign comes to a close still exist...and it seems Frozen King Rham is ready to put them to practice to cement his reign as one to remember. In a public ritual, the King bids his subjects farewell, promising to return during Hegemony's time of need before willingly descending into the Rime Gorge. There must be some truth to the ancient tales, as before long the shape of the former monarch rises back from the depths, now encased in large block of crystalline ice. Preserved in all his finery, the former monarch is accompanied to the royal crypts by his attendants, leaving the nation to be led by his successor.

    Non-actions:

    Constant: Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.

    A. Create a monument: Glacier Food Festival (2/3)

    Spoiler: An idea of grand feast
    Show
    With the correspondence of different chefs across the Hegemony and beyond having picked up considerable speed through years of planning and preparation, the location selected for the festival begins to see actual preparation as well. Already, the so-called Chef's quarter has formed around the area, most of the buildings being quite simple constructions of cloth and movable stalls where chefs of different stripes can hone their trade. Already, there is competitive air around the place, each prospective master of culinary arts seeking to attract the greatest amount of tourists to their stall.

    The area specifically reserved for the festival to come has also been somewhat transformed, with organizers making the effort to build large venues for plenty of travelers and kitchens of all sorts, some particularly daring innovators even seeking to dig down to hopefully find some of the geothermal vents that allow for more unique methods to prepare dishes. While the danger of accidents is everpresent, progress is being steadily made... and plenty of money exchanges hands while the construction continues, of course. Thanks to the revitalizing effec tthe entire hassle has for their economy, the administrators of Plain Current mostly shrug their shoulders, not seeing any reason to pay the matter too much mind despite some health concerns.

    Perhaps the most interesting visitor to the proceedings so far has been the seas-renown adventurous master cook by the name of Marrowbone. Usually ever on the move in search of the next great culinary delight, he continues to deem most of the people present beneath him...but is rumored to be preparing a contest to search for potential students fitting his high standards.

    B. Use 2 Favors and 1 Raputation with ABS to get Prize of the Depths

    News & Rumors

    -

    Leader improvements from turn 13:

    + 1 Diplomacy, +1 Faith

    New leader stats for turn 13 (rolls):

    Diplomacy - 4 + 2 + 1 = 7
    Military - 1 + 2 = 3
    Economy - 4 + 2 = 6
    Faith - 3 + 1 + 1 = 5
    Intrigue - 3

    Spoiler: Leaders & agents (end of round 13)
    Show
    Leader: Nedir the Frozen King (Diplomacy - 7, Military - 3, Economy - 6, Faith - 5, Intrigue - 3)
    General: Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected), Slaughter-Cadres Tactical Doctrine (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll))
    General: Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

    Others: Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent)

    Historical: Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition)

    Spoiler: General bookkeeping (End of round 13)
    Show
    Regions: 77 (Capital), 75, 65, 64
    Military units: Nathi Legion (4), Sarkenos Militia (1)
    Treasure: 5
    Reputation: ABS (3), CCA (2), DNA (2), PRS (2)
    Favors: ABS (1), CCA (1), DNA (-1)
    Trading posts: 5 (Effective number: 7) - 1 income
    Rimestone - TP 1, 77 (Merchant support)
    Rimestone - TP 3, 77 (Merchant support)
    Preserved Foodstuffs - TP 3, 78
    Electrum Conduits - TP 1, 76 (Merchant support)

    Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace
    Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
    Last edited by Grim ranger; 2022-10-16 at 02:24 AM.

  20. - Top - End - #350
    Bugbear in the Playground
     
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    Join Date
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    Default Re: Empire 7: Into the Depths IC Thread

    The Cryptid Congress

    Shah Honorebb Qualodias IV


    Diplomacy 4 (+1)
    Military 2
    Economy 10
    Faith 3
    Intrigue 5 (+1)

    Actions rollz and bollz

    Intirgue Infiltrate Deep Blue

    Intriuge Root Out Spies

    Economy Stoke the fires of Invention CREATE Dragon Eye Scuba: Benefit: allows deepwater exploration
    Requires: Dragon Eyes

    Diplomacy Increase Rep With CCA

    Diplomacy Increase Rep With DNA


    [/URL]Accounting
    City: Cryptlantis +1 buyouts
    Treasure: 1
    Non Actions
    assisting the conversion of 81's holy site

    News and Rumours

    1. Shah Honorebb Qualodias IV Denounces the denouncement of Aulerus. FRIST, we Cryptids aren't foreigners, we inhabit the same polar waters as The Pax Arctica. Second, we Cryptids have never inhibited the free flow of goods and people across our shared polar waters, we buy our goods not from any state, but from opening underutilized markets. To assign us ill intent is hostile to our pacifist peoples, and if anything reveals you as prejudiced against warm-blooded reptilians. THIRDLY and worst of all, do you not see the lunacy of the name Pax Artica, Arctic means land of bears! Aside from uniquely favoring bear-based lifeforms, it defines a sea-based alliance on terrafirma! The Absurdity, the absolute Gaul Aulerus should be ashamed of themself.
    2. 2
    Last edited by Lleban; 2022-10-16 at 12:05 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
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    Spoiler: and giving
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    Spoiler: and giving some more
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    Spoiler: Metric tons of giving
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    Spoiler: Keep going
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    Spoiler: Suprise
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  21. - Top - End - #351
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 13


    Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.
    Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions.


    Abyssal Stewards
    Spoiler
    Show
    The Abyssal Stewards are an association of various orders of mystics, warriors, and artisans living in the deepest parts of the ocean. Their ability to create and shepherd hydrothermal vents, which they use to ‘grow’ refined metals through means none have yet managed to replicate, makes trade with them indispensable. The Stewards - mostly members of a species of hairy crustacean - feel themselves charged with a duty to watch for the return of the legendary Titans, hoping to give advanced warning to those who live in shallower waters and prevent the foolhardy or malicious from waking them from their slumber.


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

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

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

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

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

    Deep Blue v2.6.12 has demonstrated their valor and worth as greatest ally of the Abyssal Stewards, attracting the interest and attention of the Hearthmost Koreshom. While they remain Core-Branded, Deep Blue v2.6.12 may attempt to Demonstrate Discretion to the Council of the Hearthmost by way of a unique Diplomacy action. While in this sacred seclusion, they may roll Diplomacy against TN 14 to prove themselves in matters of will, wiles, and wisdom, earning the right to undergo the Bottomless Trial.

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

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

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

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

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

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

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

    Spoiler: Ongoing
    Show
    [Offer] Bounty of the Depths - (Offer: The Abyssal Stewards are offering Treasure! Benefit: 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure, 2 Favors for 5 Treasure. Duration: Available until the end of Round 15. Details: Available to countries of Reputation -1 or higher. )

    [Opportunity] Fueling The Forge - (Opportunity: Countries may provide Units, Food, Labor, or Heat Sources to repay debts to the Abyssal Stewards. Reward: 1 Favor. Cost: 2 Units or 1 suitable Trade Post. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Units/Trading Posts. May not be used if no Favors are owed. )

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

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


    Chelonian Chora
    Spoiler
    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.

    (The Chelonian Chora, and only the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions)


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

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

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

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

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

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

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

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

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

    Spoiler: Ongoing
    Show
    [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - (Circumstance: People, places, and things, all vanishing in the wake of Choral caravans! How curious. Benefit: ? Penalty: ? Duration: Unknown. Details: DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this.)

    [Taboo] Lape Moli Ike Li Kama - (Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

    [Request] A Little Less Lonely Road - (Request: The Chelonian Chora would be delighted to see established countries keeping them company in the Wastes. Reward: +1 Reputation for successfully Exploring or Prospecting a Wastes region. On a Wastes region Prospecting roll of 16 or higher, +1 Favor. Penalty: None. Deadline: Available until the end of round 15. Details: Available to countries with Reputation -2 or higher. Max of +2 Reputation from this request per Country.)

    [Opportunity] An Appetite For Abundance - (Opportunity: Countries may provide Treasure, Luxuries, Esoterica, or Fertilizer to repay debts to the Chelonian Chora. Reward: 1 or more Favors. Cost: 3 Treasure or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Treasure/Trading Posts. May not be used if no Favors are owed.)

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

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


    Divine Nacres
    Spoiler
    Show
    The Divine Nacres are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.


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

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

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

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

    Results of Divine Nacres investigation into Trawling Beast leavings -

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

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

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

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

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

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

    Spoiler: Ongoing
    Show
    (Circumstance: The Divine Nacres are returning to their traditional seclusion. Benefit: None.Penalty: The TN to Raise Reputation with the Divine Nacres is increased by 2. Additionally, when using a Favor to Raise Reputation, it still requires a roll (though not an action), but the country which spent the favor gains a +2 bonus on said roll.Duration: From the start of round 10 to the end of round 15.Details: None.)

    [Opportunity] A Need For Knowledge - (Opportunity: Countries may provide Technologies, Toxins, Exotic Flora, or Exotic Fauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

    [Offer] Survival Of The Fittest - (Offer: The Divine Nacres are offering to procure Trading Posts for countries they like through means some might consider predatory. Benefit: The Divine Nacres will attempt to Coerce Trading Posts on a country’s behalf. Cost: 1 Favor per Coercion attempt. Duration: Available until the end of Round 15. Details: Normal restrictions on Coercion apply. Available to Reputation 1 or higher countries, and will not target TPs belonging to countries with a higher Reputation than the requesting country - other Organizations are considered to have a Reputation of 2 for this purpose.)

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

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


    International Prestige
    Spoiler
    Show
    International Prestige uses many Organization mechanics, but is distinct in a number of key areas - it represents the respect, appreciation, envy, and awe a country commands on the world stage, not just from the ruling governments of the country’s peers, but in the broader perception of the influential elite. The only actions International Prestige can take are to create tasks, requests, host events, or similarly create opportunities for countries to demonstrate their wealth, power, and grandeur. Reputation with International Prestige can be raised by gaining Prestige, and PRS Reputation Rank will often simply be referred to as Prestige Rank.


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

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

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

    [PRS Actions] {WIP}

    Spoiler: Ongoing
    Show
    [Mystique] Renegades, Turnskins, And Defectors - (Opportunity: The first country in each starting zone to successfully Incite Betrayal will gain 1 Prestige. The first rebellion to arise on behalf of a specific country in each starting zone will gain that country 1 Prestige. Duration: Until fulfilled. Special: Actions taken to complete may be done as Secret Actions, but please note that successful attempts must be revealed in the following round opener - if for whatever reason they are not revealed, no Prestige will be awarded. The successful use of either the Galvanize Partisans Intrigue 5 Special Action or the Spark Claimant Revolt Diplomacy Action will suffice for fulfilling the second half of this opportunity; the Inspire Uprising or Spark Rebellion actions will not. The opportunity to start a rebellion against Duchess Gloriane afforded to RFT by the ongoing Crisis in region 66 will not count for this offer. Remaining Availability: All effects for: Temperate, Tropical, Polar)

    [Acclaim] The Ties That Bind - (Opportunity: The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.
    Remaining Availability: Marriage Claim: Temperate? Integrating Confederated Region: Temperate, Polar? Revealed Claim Fabrication: All
    )

    [Honor] Remarkable Reconstruction - (Opportunity: When a country rebuilds a TP or Holy Site that was destroyed by the Reavers, they may choose to let it enter play Open, rather than under their control. If they do so, they gain +1 Prestige. If a country donates 2 Units as a non-action to a region that lost units to the Reavers, they gain +1 Prestige and the region no longer qualifies for such donations by other countries. If a country successfully Sways or Impresses a Reaved Faction in a region they don’t control, they may choose for it to become Open instead of gaining the Faction’s Support; for every second Faction they restore in this way, they gain +1 Prestige. Duration: Until fulfilled. Special: Any country may rebuild Holy Sites or TPs destroyed by Reavers in uncontrolled regions. If multiple countries donate Units to a region that lost units to the Reavers, they both gain the Prestige, and the region gains the Units from all such donations received.
    Remaining Availability:
    )
    [Piety] The Religious Community - (Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round 12. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)

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


    Spoiler: Permanent
    Show

    [Strife] Big Fish In Small Ponds - (Opportunity: Starting Round 6, Prestige and PRS Rank will no longer correlate one to one: to reach PRS Rank 3 from PRS Rank 2 will require 2 Prestige, while reaching PRS Rank 4 from PRS Rank 3 will require 3 Prestige. This Prestige does not have to be earned in the same turn. Reaching PRS Rank -3 from PRS Rank -2 requires the loss of 2 Prestige in the same turn.
    If all available positions at a given PRS Rank are occupied when a new country would reach said rank, the country which gained Prestige least recently has their PRS Rank reduced by 1. Ties are resolved by roll-off made with the tying country’s highest respective attributes, with the lowest roll result(s) losing. Changing rulers will no longer result in PRS Rank loss when at PRS Rank 3 or 4, but will reset any accumulated Prestige to 0.
    Duration: Indefinite.
    Special: The loss of Prestige still causes a loss of PRS Rank. Gaining Prestige when at PRS Rank 2 or 3 which is insufficient to rise to the next PRS Rank, or gaining Prestige when at PRS Rank 4, still counts for determining which country gained Prestige least recently. Losing PRS Rank resets the clock and clears out any accumulated Prestige which was insufficient to reach the next Rank, counting as an instance of gaining Prestige for timing purposes only.
    When rolling to determine PRS Rank reduction, ties are resolved by comparing Partial Prestige; if a tie still remains, then all attribute score totals are summed and compared, with the lowest value losing.
    )

    [Honor] Blood, Stone, and Ink - (Opportunity: Countries may now establish PRS Treaties with one or more other parties as part of an event, which all parties have to attend. In order for this to work, all parties must agree to the terms of the agreement, what counts as a violation of those terms, and that it will count as a PRS Treaty. Any Treaty signatories with 0 Prestige will gain 1 Prestige upon the Treaty being finalized. Once finalized, any signatory who violates the terms of the Treaty will lose 1 Prestige. Duration: Permanent. Special: Attempts to abuse this mechanic will result in consequences inflicted by the Organization GM. Treaties without a meaningful potential for violation (as judged by the Organization GM) will not grant Prestige. A country can only gain Prestige from signing a Treaty up to once per round. Treaties may not be signed in secret. If a Treaty is dissolved by means other than a violation (such as reaching a set end-date (without getting renewed) or all parties agreeing to dissolve the Treaty), any parties who gained Prestige from the creation of the Treaty will lose 1 Prestige.

    Treaty violators cease to be considered a signatory at the end of the round. This may result in the dissolution of the Treaty entirely, or simply an exclusion from any protections offered by said Treaty, depending on the exact terms - but it also means that if multiple parties violate the terms of the treaty in the same round, they will all lose Prestige.

    Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty.
    )

    [Renown] A Monumental Undertaking - (Opportunity: Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige. Duration: Until fulfilled. Special: Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.)

    [Acclaim] To Greatness - (Opportunity: Any country that becomes a Sea Power, Empire, Merchant Marine, or Holy Sea by use of a Special Action gains 1 Prestige. Duration: Permanent. Special: Elevate Status, Consolidate Holdings, Exalt Domain, and Usurp Title actions all count. Usurpation results in Prestige loss for the Usurped country.)

    [Affluence] Opulent Optics - (Opportunity: A country may choose to spend 5 Wealth as a non-action to gain 1 Prestige. Duration: Indefinite. Special: This may be done multiple times in a single turn if a country has sufficient Wealth available.)

    [Notoriety] The Fragility of Fear - (Opportunity: Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or successful Sack action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)

    [Mendacity] A Lack Of Commitment - (Opportunity: Prestige loss will be assigned if a country Oppresses a faction in a region on which they have a Confederation claim. Prestige loss will be assigned if a country backs down from an Ultimatum it has made. Prestige loss may be assigned if a country is revealed to be grossly hypocritical. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 2 Prestige, based on context and circumstances.

    Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn.
    )

    [Ignominy] Stigma, Scandal, and Shame - (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
    Last edited by Rolepgeek; 2022-10-20 at 03:42 PM.
    Sincerely,
    Role P. Geek

  22. - Top - End - #352
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    The Magaramachi

    Tropical, Region 10

    Ruler: Leviathan
    D2 ; M8 ; E4 ; F4 ; I2


    Blood swirls in the water and the Magaramchi feed. Leviathan does what she can to direct them towards the Lighthouse and away from the Lojanese but a bunch of barely sentient egotists are not the easiest troops to control. Accidents can and in fact inevitably will happen.

    Standard round actions (5)

    1)Miltary - Begin military research 1/3 (Fluff action, no mechanical effect)
    2)Miltary - Continue military research 2/3 (Fluff action, no mechanical effect)
    3)Miltary - Continue military research 3/3 (Fluff action, no mechanical effect)

    "Blood Algae" is actually a dull green colour but the blind Magaramchi didn't name it for its colour. It infects open wounds, usually fatally. That combined with its unpleasant taste makes it a weed to the supernatic propogation of the MAgaramachi. But...Leviathan is big enough and smart enough to have original thoughts. Fighting under a cloud of the stuff would greatly increase the casualties in a battle as wounded combatants are more likely to succumb. Her own barely sentient troops would incur greater casualties but who really cares about that when so would the enemy. Not her, thats for sure. Initial tests prove succesful and large scale refining of the process begin, although it will take a while before the results are fully felt.

    4)Miltary - Begin great project - "The Mercenary Halls" 1/5 (Fluff action, no mechanical effect)
    Foreign mercenaries and the like have always been a fixture in Magaramchi lands. Even the smallest of them is a six foot heavily armoured killing machine and to a certain type of individual a Magaramchon skull or necklace of their five inch teeth says more about combat skill than any amount of posturing. Since relations were opened with the Lojanese there are even mercenary Magaramachi - "hired" to protect caravans and merchants with a handful of sweets. Combining the two, Leviathan beings constructing a dedicated area for the hiring of mercenaries throughout the tropics. Using the unskilled labour so easy to obtain in the salination an area of the sea bed is scoured clean, the eventual intent being for this smooth area to be the base for a complex.

    5)[We need more space, Part 4: We found more space! - Econ, explore north of region 10 using one treasure. Success

    It might seem like an accident but really all things follow a plan. A patch of the tasty algae is detached and sent north. Indivuals follow it. Once the algae is eaten they return. Thusly is information about the region north of the salination obtained.

    Net effects
    Military+2
    Treasure 1->0 (Current Max 5)

    Spoiler: Misc Info
    Show

    Mil 5 used.

    Spoiler: Technology
    Show

    Supernatic Propogation (starting tech)


    Spoiler: Military
    Show

    General Tiny (Mil 7)
    5 Units (out of five)

    Carnage:
    Less a "tactical doctrine" than an utter lack of anything approaching tactics or doctrine. Through sheer force of will and physical might a leader can get the Magaramchi to the battle field. More or less. Once blood hits the water though, the army descends into a chaotic mess of fighting and feeding, attacking the army, each other and anything that happens to be nearby with equal fervour.
    3 free sack attemps, ordered as City>Holy Order>Trading Post (the intent being here that bigger things are sacked before smaller things)
    +50% own losses (as they turn on one another)
    -1 to battle rolls (turns out having no strategy at all is harmful)
    +2 to allied leader losses (the enemy is trying to kill you, sure, but the disadvantage of being the biggest in this sort of mess is that sometimes one of your own will get lucky)




    Non-actions
    • Support Everything The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any. Tossing a handful of sweets in the water will ensure local support for anything needed. Sacks, sways, whatever. If anyone wants to do something, they can get local support easily.
    • Hostile Terrain for Everyone Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    Last edited by Kythia; 2022-10-16 at 10:57 AM.

  23. - Top - End - #353
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Region 103

    Turn 13
    Spoiler: News and Rumors
    Show
    On the negotiations with the Nereid: The leadership of the Costa have begun reaching out to the merchants of the adjacent waters, with more than a simple trade arrangement in mind.

    Finding the merchants of the nearby seas amenable to their outreach, the Costa arrange meetings with their upper-class to begin broaching topics of more lasting alliance. There is, after all, some significant shared history as evidenced by the ruined temple, now the site of interest for scholars of both peoples. And their proximity makes safety in numbers an attractive prospect, a benefit that flows both ways.


    Actions:

    1) [Economy] Special 5: Establish Trade Route - The Gravetenders
    The Costa seek out more partners for trade, seeking mutually beneficial arrangements that will hopefully lead to further opportunities.

    2) [Economy] Prospect Region 103 - (Roll: 10 - Failure)
    In the passing of the Trawlers, various salvagers, scavengers, and displaced residents pick through the wreckage of the Scar left through the Mandala. While it is quickly apparent there is a paucity of recoverable belongings or goods, many continue combing the devastated terrain. Who knows what else might be found in the broken ground?

    3) [Faith] Mitigation Measures - Assist the Abyssal Stewards in Region 103
    4) [Faith] Mitigation Measures - Assist the Abyssal Stewards in Region 103
    The Conclave of the Seven Divines coordinates a vast mermanitarian effort to assist the Abyssal Stewards efforts to assist the displaced and desolated of Taifre Mandala. It is hoped that the efforts will help to settle those distraught over the loss of the collegiate grounds and other neighborhoods lost beneath the Trawlers. Consolation, emotional, and spiritual support are joined with food, clothing, and other essential donations and building teams to help replace lost housing.

    5) [Intrigue] Investigate the Trawler’s Wake - Island Between regions 109 & 111 (Roll: 18)
    The Costa arrange an expedition to learn more of the Trawlers by investigating the mysterious island. What drew them to it? What, aside from devastation, might they have left behind? With funding from the Peixoto family and the escort of the Nereid Scholastic Guard, a contingent of grafters, pathfinders, and adventuring scholars drag themselves ashore to begin the slow but methodical examination of this mystery.

    6) [Intrigue] Secret Action

    Non-actions:
    What secrets hold the Deep?
    Spend 3 Treasure on Prospect action, 2 Treasure on Investigation, 1 on Secret Action (6 total).

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Duarto Alverna (Diplomacy 6; Military 5; Economy 5; Faith 4; Intrigue 6)
    End-of-turn increase: Economy +1, Faith +1, Intrigue +1
    New Leader next turn: No

    Generals: Illdo Loura (Military 8)
    Spies: Veruha Mascerena (Intrigue 7)

    Other: Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Earlee Perna, Arete Priestess; Paidre Peixoto; Conseco Loura

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar; The Cyphiri Union, The Kar-Nath Hegemony

    Spoiler: Resources
    Show
    Units: Sereia Militia x4, Nereid Scholastic Guard x1
    Treasure: 6
    Artifacts: Peninah Ayin (location unknown)
    Reputation: ABS (2); CCA (0); DNA (0); PRS (1)
    Favors: ABS (0)
    Cultural Identity: Practical Curiousity - 2d8 Investigations
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Aristocrat Support: 134(C), 103, 130
    Effective Trading Posts 27 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > Talented Crabs - 65 Merchant Support (No TPs)
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 12
    Primary Religion: Brilhinte (5 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Clergy Support - 134
    > Holy Site Bonuses: (5) +1 Seek Aid
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-10-21 at 04:05 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

  24. - Top - End - #354
    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 2.4.12>
    <Update Round 13 Patches>
    <Spawning Herring Pattern 2.4.13 >
    <Update CHILD OF PEARL Patch>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    <Spawning @ Region 59>
    <Spawning @ Region 187>
    <Update Vassals Patch>
    <Spawning @ CRY>
    <Spawning @ SHK>
    <Spawning Herring Pattern 2.8.13/scale>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.8.13

    D:10 M:10 E:10 F:2 I:10
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. Diplomacy – Press Claim 179 (Roll: Success)
    <subcurrent><º))))><
    . . . dictate: integrate region into OpenSEA . . .
    . . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
    . . . report: waiting on results of SeaNET . . .
    . . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
    . . . dictate: IT department to care for Herring . . .
    ><(((( º>
    </subcurrent>

    2. Diplomacy – Demonstrate Discretion (Roll: Success)
    3. Military - Research Military Technology– Memetic Reprocessing
    4. Economy - Specialized Ship - Name: Tin Can
    5. Raise Reputation - Raise Rep with CCA -1 to 0 (roll: ) (Roll: Success)
    6. IntrigueSecret Action (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 1.2
    . . . increase deep thought by 0.1
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    Of Youth—for Them—
    Why cannot that Day come?
    The Days of my Life,
    To this Bracket, have fastened—
    I am quite satisfied—
    What I shall have,
    I know not—
    It has but to Come—
    And I hope
    No more pain
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: to reminisce is an inefficient process . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.


    Non-Actions

    1. Use Chora Favor to raise reputation from 0 to 1
    . . saving to memory. . .
    <lay roe>
    <caviar> imprint memory into nucleic acid
    imprint into herring epigenetics/culture . . .
    </caviar>
    . . . saving to memory. . .


    Spoiler: Memory Matrix
    Show

    Region Controls: 5
    Units: 16

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

    1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
    2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
    3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).






    Leader: Shark King, Herald of the God-Fish

    D:4. E:2 M:9 F:6 I:5

    Actions:

    Military – Sack TP 102.1 (Blood Bass) (Roll: Success)

    Non-Actions: Travel to Region 80 (102 > 177 > 179 > 187 > 80

    The religious nomads start a pilgrimage towards their God and they mumble of a certain country’s sacrileges and profanities towards the object of their faith.

    Spoiler: Diaspora
    Show
    Units: 6
    Treasure: 2
    Trade Posts:
    56.1 – Herring (FOOD)

    General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
    Last edited by mystic1110; 2022-10-14 at 10:06 AM.

  25. - Top - End - #355
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 13

    Sersi The Pale
    Diplomacy - 4 || Military- 5 || Economy - 4 || Faith - 10 || Intrigue - 2

    Actions:

    1: [Economy] [1/3] Settle 81, the Lostling Lands.
    The region to the east of the Dead Cities has always been of interest. Lacking other inhabitants, many Gravetenders theorized that there were Maker ruins within. The Nacre's ban on colonization, however, led to many years of further exploration being set aside. Now, the Cryptids have not only explored, they found the very Maker remnants so long sought... and, in an act which will go down as the start of a grand friendship, handed the colony off to Sersi. The respect shown for their Makers, and the help the early colony provides, is a boon for her intent to unearth as much as possible.


    2: [Economy] [2/3] Settle 81, the Lostling Lands.
    Settling into any new home is not without hardships or surprises, but the shock that runs through the Gravetender nation at what is found here, now known as the Lostling Lands, will never be forgotten. Not only ruins, but lost Gravetenders. The rest of the first generation, long dormant from the mass extinction of the Makers, has been found at last. Hundreds of their siblings are unearthed. What happened to the Makers, here, that they did not stay around long enough to die? Occasional lost Gravetenders have been found, before, but never in such numbers, and never somewhere that was once clearly inhabited.

    3: [Economy] [3/3] Settle 81, the Lostling Lands. [+1 holy site!]
    The discovery of lost Gravetenders drives them to uncover as many as possible, of course. Shrines to the Makers, and of course the Blossoming Sequence, spring up one after another, a network of Reliquaries to awaken all of their kin. The influx of new Gravetenders has effects on the Sequence, many of them having lasting damages from their long deaths... The Eternal Communion finds more Gravetenders than ever at their metaphorical, (and strictlyy metaphorical, respecting their domain completely,) doorstep. The Lostling Lands are a fully functional arm of the Gravetender debate in what would be record time, if not for Laksha and Sersi's grand project so many years ago in Bastion.

    4: [Diplomacy] Sway Aristocrats in 81. [Roll: 16. TN: 12. Success!]
    Sersi's influence spreads quickly among the newly awakened Gravetenders of the Lostling Lands, and it should be no surprise that the newly established governance resembles the rest of the Gravetender civilization.

    5: [Diplomacy] Sway Merchants in 81. [Roll: 10. TN: 12. Failure!]
    However, emerging into a world of traders and intrigue, those Gravetenders who swiftly take on mercantile endeavors are not so quick to conform. Sersi, of course, reacts with calm acceptance, though her attempts to bring them into her network do not cease.

    6: [FAITH] Impress Clergy in 81. [Roll: 16. TN: 12. Success!]
    Absolutely no one should be surprised that the Lostling Lands immediately takes on the Blossoming Sequence, but the Eternal Communion finds many converts of a sort, here. The Lostlings themselves seem inclined to a more intense consideration of death and immortality than even the Sequence generally represents.

    Non-Actions:
    [A Monumental Undertaking] [3/5]
    Elkelt makes dramatic progress, finalizing the layout of the Grand Archives. An easily repeated series of halls and alcoves, layers upon layers of stone, starting from the sea floor and working upwards, it spreads like a frozen star. Nasko comes through with his specialties, and a system of organization is ready far before the first stones are done being laid into place.
    Precious hard metal is diverted to the project, with Sersi's approval. The Grand Archives must stand for ages forth, a beacon of knowledge and unity. Invitations are sent to their rivals in debate, a request for as much of their knowledge as they will share. Every detail shall be recorded, every scrap of information the Riftlings might deign to offer deserves a place of honor. Soon after, similar requests are made to their friends among the other nations, and of course, the Nathi are always especially welcome.


    [The Reef Which Never Falls Silent: Host the Reef In Bloom. Followers of the Blossoming Sequence may attend as a faith action.]
    The Reef In Bloom welcomes new visitors of all kinds!

    [Blossoming Icons: Seek Aid on Action 4, Sway Aristocrats.] [Success!]

    [Spend Treasure on Action 4, Action 5, Swaying Aristocrats/Merchants.]

    [Accept Trade Route from Costa Seria.]

    [Continue sending Kar-Nath Hard Metal via trade route.]


    Spoiler: Stat Changes
    Show



    Stats for next round:

    Diplomacy - 4 > 5
    Military - 3
    Economy - 4 > 5
    Faith - 10
    Intrigue - 2

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used: Diplomacy 5, Military 5*2, Economy 5, Faith 5*2, Faith 10

    Spoiler: Diplomacy
    Show
    Reputation/Favors
    The Abyssal Stewards: Rep 1, 1 Favor (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 3, Prestige 3? (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 4 (Expected Change: None)

    Aristocratic Support
    78, 76, 81

    Generals
    Sersi The Pale [10]

    Fortresses
    76

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

    Spoiler: Economy
    Show
    Treasure: 3 (Expected Change: -2)

    Trade Posts
    Total Owned 0


    Mercantile Support
    78

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    Specialized Ships
    None

    Civilian Technologies
    Megafaunal Tailoring, Graduated Symbiosis, Photospore Signaling, Supernatic Propagation, Trophic Deconvolution, Composite Grafting.
    Electrodialytic Staurozoa A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. [Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.]


    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 16

    [78.1]Dead City Urodela: This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
    [78.2]Dead City Tacca: Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
    [78.3]Dead City Chantrieri: Chantrieri towers above the rest, precipitously built along a sharp dropoff.
    [78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
    [69.2]Neoplastic Monolith: A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
    [76.1]Pardalis, The New City: The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
    [76.2]A Study Of War: A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
    [77.1]The Rime Gorge: The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
    [77.2]Grand Schola:
    [77.3]Temple of Deep Currents:
    [75.1]The Plains of Sarkenos:
    [75.3]The Plains of Sarkenos:
    [79.2]Seatide Crag:
    [79.3]Stillwater:
    [58.1]Core Site:
    [58.4]Core Site: The Silvered Oath of Ecumenical Exchange
    [81.1]

    Clerical Support
    78, 76, 75, 58, 77, 79, 81

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    The Silvered Oath of Ecumenical Exchange [58]
    Sacred Oath Of Silver Currents [78]

    Miracles
    The Reef Which Never Falls Silent: Hosts the Reef In Bloom event every round an a non-action, and allows followers of the Blossoming Sequence to attend as a Faith action.

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration
    76, 78, 77, 75, 58, 79, 81 - Holy Sea

    Spoiler: Wonder
    Show
    The Blossoming Icons:This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only.


    Spoiler: Golems of Import
    Show

    Spoiler: Laksha
    Show
    The first leader of the Gravetenders, Laksha founded the Blossoming Sequence and works within the collaborative land of 59 to further the prospects of peace. Very nearly a pacifist by nature, her friendly manner served her well during rule. Many important aspects of Gravetender culture descend from her works, and among them, her arguments are held in high esteem even now.

    Spoiler: Sersi The Pale
    Show
    The second leader of the Gravetenders, and their first General. Sersi literally wrote the book on Gravetender warfare, with her ‘Dissertations on the Path of War.’ She’s more aggressive and practical, and began the push to spread the Sequence, which started the Eternal Debate properly. Brought the Gravetenders to the status of Holy Sea. Made Elkelt, her Disciple.

    Spoiler: Elkelt
    Show
    To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Great Library project, for the aid of future Gravetenders.

    Spoiler: Kelusyn
    Show
    Known as a living encyclopedia of the Maker resonance effect. Built the Blossoming Icons, freeing Gravetenders to see the world, and especially the lands around Bastion, without fear of the horrible fate of being Stilled. Brilliant, dedicated, and reclusive. She does not let go of a project until it is finished, for better or worse.

    Spoiler: Akathi
    Show
    Sent to Seatide to study the Tidal Sequence. They have made a name for themselves there, and care deeply for the Pepsins of Seatide. Their work on the Firewall was important to getting everything in place, and brought Kelusyn into the project. Gregarious, even by Gravetender standards.

    Spoiler: Nasko
    Show
    Went to Kar-Nath of his own intent, having written several texts on how the Blossoming Sequence interfaces with the Nathi way of life. Has taken up an important position in the Grand Schola, and settled in as a teacher and spiritual guide. He has made keeping the friendship between the Nathi and the Gravetenders strong into his personal project.

    Last edited by Autumn Stars; 2022-10-16 at 03:20 AM.

  26. - Top - End - #356
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Thirteen
    No further mechanical edits to action posts may be made
    No bubbles no troubles

  27. - Top - End - #357
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Round Fourteen: Begin
    Years 40 - 42

    Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
    Good luck!

    The following events occurred between Year 37 - Year 39

    Rules Alerts and Changes!
    GM Request: For all actions, including secret actions, please note clearly whether or not it is a fluff action (no mechanical impact) or, if it is meant to have mechanical effects, which action you are trying to do (which may include ‘unique’ or ‘GM discretion’ at play option)

    GM Request: Please remember that region numbers exist and can be added to your posts. They are very helpful to getting round openers out in a reasonable amount of time.

    Timeline Update: The year span has been updated with the correct years due to mistakes in prior round openers. This won’t have an impact on any mechanics, just matching to what the fiction is supposed to be

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Map
    Show


    Able to use their bubble-ship for insulation and rest from the journey west, the squadron of Miru Miru are able to endeavor much farther than expected into the wastes. Unfortunately, “farther than expected” doesn’t make much of a difference when all that can be seen is an alternation of turbid silt and ruined seafloor. So relatively close to the now-linked sea corridor, the ocean currents and waves create small pockets of clean water where the squadron can rest and repair their bubble-ship. In these pockets of clarity, they are able to see congealing mats on the seafloor, wavering slightly in the surge as if a great beast had died on the sand and rock, leaving trails of still-connected scales and skin to rot. Ruins of debris must be avoided on short notice as the navigators have only a few feet of visibility at a time - harsh muck yields to looming claws jumping at the ship, which become the gnarled twists of strange rock or kelp, unattached but still present as a danger. No life beyond odd, brightly colored crusts of rock and ominous scrapes, can be found, but the chance of a hidden creature staring at them through the silt weighs heavily on their minds. Before long, as other adventurers have reported, the choking contamination becomes too much even for the stores of clean air in the bubble-ship, and the squadron must turn back. The Splendid Miru Miru explore west of Region 153 and discover Region W37! This is a Waste region and has no currently usable resources, Trade Posts, or Holy Sites

    This uncharted section of the Crimson Moonlight’s journey is the most nerve-wracking, even for these experienced explorers. With a fully packed ship, a downsized crew (and the well-wishes of those who drew the long reeds), and the responsibility of carefully mapping an expectedly challenging region, any issue in this stretch could at best mean a complete halt and forced rescheduling of the highly anticipated circumnavigation. At worst, the Crimson Moonlight could be lost with all hands and resources. But the crew has the benefit of having the first stretch already mapped, which will serve as a primer for the unknown wastes. Nevertheless, as the ship leaves the known wastes near the Glossian Sea, the crew marks an unexpected change in water color (this is dutifully marked down to aid and warn future travelers). The luminescence of the ship gives some aid, but no cause can be seen. Until the Crimson Moonlight’s bell explodes in a cloud of silt and muck which threatens to choke the crew. Immediate action is taken to protect the ship and crew from further damage as the light from the surroundings fades quickly from ‘barely there’ to ‘pitch black.’ Not even the luminescence of the Crimson Moonlight can be consistently used, and the crew realizes that they must have somehow run aground. With each movement, more silt and debris is stirred up to coat over the ship and crew. Over time and careful undulations, the Crimson Moonlight is able to retreat and rises as high as possible until illumination from the surface is present again. The crew marks a note for future travel: Beware of seamounts. Lux Glossia explores east of Region W34 and discovers Region W33! This is a Waste region and has no currently usable resources, Trade Posts, or Holy Sites

    Following the light beating in time with the beating of their ‘hearts’ and the slope of the pebbled seafloor, the Medusae follow a path so cold and old it feels as if walking steps back in time. The substrate changes from rock and silt mixed in with the skeletons of motionless creatures to clean boulders and white sand, mottled with the light shining from above. The water is cold but clearer than any area seen before, and if not for the rise of outcroppings and geological structures, one could see for leagues without issue. Eventually the light is obscured by glaciers above and the water, still clear, must be navigated carefully through the darkness and spires of ice that connect the worlds above and below. Thrice, another metallic object is found, blinking with the same red light, located only by virtue of that selfsame compulsion which drives the Medusae to continue ever further. The third and final one found before the urge to follow grows truly inescapable is perched on the edge of a vast hole, wrapped in the tendrils of some unevolved cousin anchored to the rock, extending its pale arms for any shred of tissue or blood that may be carried on the waves. The Medusae are close, and they descend. The Eternal Spring explores southwest of Region 60 and discover Region 61, which has 2 Open TPs of Burrowing Glacier Shrimp, 2 Holy Sites both occupied by the Glacial Gods, no owned Supports, a Desired Import of Unskilled Labor, and 5 NPC Units.

    The Lux-Glossian impulse to choose the route most complicated leads them east into murky, toxic waters. These waters leave a thick, slimy feeling over the travelers, and the light catches in beautiful but eerie shimmers and streaks. Now equipped with experience and tools for such ventures, the venture is not as inherently dangerous as it would have been years before, but the bright green color of the seabed is nonetheless disconcerting, and they keep well above the seafloor. Marking landmarks and measurements as they proceed, one scout splits off from the group to chart a large, tilted boulder connected to the sharply rising shelf. As they get closer, mindful of the increasing viscosity of the water and rising tendrils of bright green growth, the boulder clarifies in shape. Plated scales are revealed covering twisted, vibrant muscles, fins that have been split and cracked. A Trawling Beast, smaller than those currently besieging the Tideswept Shelf, but a Trawling Beast nonetheless, lays broken and motionless on the green-covered rock. Covered in vivid algae, this Beast has not moved for years, and the scout places a careful tendril on the rock-hard side of the Beast. A blooming pain unlike any other, hot and spreading, erupts and the scout races away to report. Wary of others, the rest of the charting mission is completed swiftly, making note of the rising shelf and slope to the surface, but no other marks of Trawling Beasts are found. By their return, the brave scout is covered in oozing lesions, and the entire party has fallen ill and weak, unable to obtain or retain any sustenance. Lux Glossia explores east of Region 187 and discovers Region 189, a Contaminated Toxic Region with three Open Holy Sites and a single Open Trade Post of Trawler Plating. While region 187 remains Contaminated, it does not have factions, cannot be conquered, and the Holy Sites and Trade Post within it cannot be converted, bought out, or coerced. The source of the Contamination seems likely to be the fallen Trawling Beast, but without a greater understanding of their nature, a means by which to cleanse the area is unclear. Specialized Ships may be able to allow investigators to inspect the area safely.

    As construction on the International Bank begins and proceeds without issue, it is only natural for clever Drifts to try and get ahead on filling their accounts. It is good luck that this team is already accustomed to navigating in true blue water, for what they find is an extension of the dizzying, bottomless waters. They pass schools upon schools of fish and unnamed creatures, all seeming to use this region as a common route. Repeatedly the Drifts move up or down in the water column to avoid collision with carefree seals or small whales, or to investigate a flash of light from above that became the white belly of a ray or shark as they neared. Though there are no hard places to rest in the water, the high numbers of fish using this area and debris floating on the surface for travel or nurseries are a popular attraction, and the Drifts find several areas that seem to consistently attract traveling beasts. The Seatide Confederacy explore north of Region 80 and discover Region 186! A Fathomless region with 1 Open resource of Mammoth Seals.

    [WIP]
    The Shifting Ennead explores the seafloor of 73, revealing a Depth 1 region with one Holy Site controlled by The Ancient Tails and one Open Holy Site, with a Desired Import of Drugs - until the region is prospected, the resource remains unchanged.

    At the border of tropical waters and open ocean is a rolling valley, interspersed with tall columns of rock both rough and smooth. Flat bladed cords of seagrass wave in the water, and the very ground seems to breathe. The Magaramachi sent to explore this sea of grass find easy meals in the fish and shelled creatures that are plentiful here, though one scout must show his strength and size over an impudent eel that attempts to steal his fish. It appears almost too idyllic to be true, and they discover a fierce current that bends the grass and almost carries two Magaramachi away, off into the deep blue. The Magaramachi explore north of Region 10 and discover Region 154, an Open Waters region with 1 Open Trade Post of Bloodripper Eels.

    East of the newly discovered valley where the grass yields to firm basalt and the currents begin to twist in just the hint of a gyre, the Magaramachi also make fleeting contact with a group of foraging Rahaa. After a shock and from a wary distance, the Rahaa speak of their borders and the Rim of Rahakera and the capital of Kejakota, ruled by the Surunese Keja Pod and guarded by the Kejatara. Region 155 is now discovered and occupied by the Peacekeepers of Surunung! They have a Desired Import of Coral, 2 Open TPs of Basalt Sculptures, 1 TP owned by Surunung, Aristocratic and Mercantile Supports controlled by the Surunung, an Open Clerical Support and 3 Open Holy Sites.

    LSD prospects Shue’aaz Sho (8) - they may change the local resource to Glass-Haired Sponges (1 TP) this turn if they choose!
    PGL prospects region 105 - they may change the local resource to Rotweaver Worms (3 TPs) this turn if they choose!


    Growth!
    Expansion, development, unification, and similar forms of growth and prosperity.

    Lux Glossia establishes a Colony in Region 94 - Region 94 gains a Desired Import of Crops!

    Region 64 gains a Desired Import of Meat!

    The Cyphiri Union Presses a Confederation Claim on Region 124 - no units are gained as the Kalan Company is already hired by the Abyssal Stewards.

    The Order of the Ironkelp Knights Presses a Marriage Claim on Region 118, gaining a unit

    The Sakura Jin becomes a Sea Power!

    The Kar-Nath Hegemony becomes a Sea Power!

    [B]The Hymenocera Expanse expands trade in Region 4! Hymenocera Expanse owns the newly created Trade Post 2 in Region 4 for Eye Weed[/roll]

    GRV Settles region 81, establishing a new Holy Site for the Blossoming Sequence!

    Deep Blue presses a claim on Region 179

    Statecraft!
    Cultural events, diplomatic overtures, foreign relations, and domestic affairs.

    Pfilghol Impresses the Mercantile Support in Region 107 and the Pfithreef (132)
    The Eternal Spring Impresses the Mercantile Support in Regions 63 and 66

    The Lighthouse Sways the Aristocratic Support in Region 7 (Binar Fajar)
    The Order of the Ironkelp Knights Sways the Aristocratic Support in Region 176
    The Lojanese Republic Sways the Mercantile Support in Region 12
    The Gravetenders Sways the Aristocratic and Clerical Supports in Region 81

    Exquisite Gala event…[WIP]


    In the wake of devastation by Reavers and Titans alike, the Otterian Supremacy and McTavish Enterprises are incorporating to form The Monheganist Regime (MHR), with 5 Units.
    D:2 E:8 M:9 F:4 I:6
    Potential Actions:
    Assert Local Dominance
    Expel Foreign Degeneracy
    Expand Enforcer Base
    Conduct Hostile Takeover
    Monopolize Assets
    Utilize Shady Connections

    The Unity hungers, looking outwards once more, as Grinmaw the Calamitous confers with their new advisor Buzzskull, Apostate of the Endless Auguries, about how best to earn the favor and avoid the ire of the Unceasing One, which others might call The Eel Without End. The Unity now has 6 Units.
    D:2 E:6 M:9 F:8 I:4
    Potential Actions
    The Host Grows
    The Host Hungers
    The Host Consolidates
    The Auguries Demand Death
    The Auguries Demand Expansion
    The Auguries Demand Recognition

    The Draigiau Residuum looks north, where something stirs in the deeps…[Details to come with Org Actions]

    The Black Pearls are in disarray after the destruction of their assets by Trawling Beasts…

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    Costa Sereia establishes a Trade Route with the Gravetenders!

    The Lighthouse receives Trade Post 2 in Region 2 of Siren Extract from the Lojanese Republic

    [b] Buy-Outs:]/b]
    The Eternal Spring buys out Trade Post 1 in W22 of Unblemished Wreckage
    The Cyphiri Union buys out Trade Post 1 in Region 121 for Infectious Seed-Spores
    The Sakura-Jin buy out Trade Post 2 in Region 125 for Fruiting Mangroves
    The Sakura-Jin buy out Trade Post 1 in Region 115 for Liming Snails
    The Lojanese Republic buys out Trade Post 3 in Region 12 for Crystal Chips with the aid of the Tairlav Palace
    The Shifting Ennead buys out Trade Post 3 in Region 68 for Gravelglass
    The Splendid Miru Miru buy out Trade Post 1 in Region 142 for Hollow Sunfish
    The Splendid Miru Miru buy out Trade Post 2 in Region 150 for Pojanese Raider Bands
    The Hymenocera Expanse buys out Trade Post 3 in Region 9 for Ching He’aang - only for the Eel Without End to drive them out.

    Faith!
    Conversions, organization, and other such matters of faith

    RFT performs a miracle - Rock Bottom

    The Riftlings Many create an Artifact, The Mother’s Favor! (effect)
    The Kar-Nath Hegemony creates an Artifact (to be defined next turn)


    The Riftlings Many set a new Holy Site bonus for The Eternal Communion! Details to be clarified this round

    The Cyphiri Union set a new Holy Site bonus for The Cyphiri Way: Prophetic Education

    The Splendid Miru Miru converts to the Cyphiri Way!

    The Cyphiri Union converts Holy Site 1 in Region 153 to The Flowing Way

    The Eternal Spring Converts Holy Sites 1 and 2 in Region 47 to The Eternal Communion


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    LUX Exhibits a Great Work: The Around!
    HEX creates a Specialized Ship - The Mobula
    CRY invents a new tech - UNREVIEWED
    Deep Blue invents a new tech - Memetic Reprocessing - needs review
    DPB creates a Specialized Ship - named Tin Can


    Might!
    Military matters of all kinds, be it warfare or strategic developments

    Region 20: LIT, LSD, and UNI each lose 3 Units! Carapace the Eviscerator is captured by LSD! The Eel Lords are killed in battle! LSD takes control of region 20! UNI gains The Radiant Sword, with 2 Charges!

    Trawling Beasts Assault (114): OKI loses 2 Units! GTZ loses 1 Unit! The Trawling Beasts’ hides are lightly scratched by the bombardment.

    Region 141: GTZ loses 2 Units! GWC loses 2 Units! Yura Darkwater and Speaker Meriel Swiftwater are captured by GTZ! GTZ takes control of The Greenwater (141)!

    The scattered forces of the Greenwater Clans seek to consolidate in Region 123 - Region 123 becomes an NPC region with four Units of Greenwater Clansfolk! The Aristocratic Factions in Regions 123, 140, and The Greenwater (141) become Open!

    Region 5: LOL loses 0 units! LOL takes control of Region 5!

    Schemes!
    Coercion, betrayals, and spycraft

    LUX procures a Spy with Intrigue 9, called Rella Lestar by some.

    LSD Coerces TP 1 for Sandfish in region 22
    CRY fails to infiltrate DPB
    CRY tries to Root Out Spies - all clear
    The Aristocratic Support in Region 77 becomes Unruly!

    SKR requests DNA coerce 153.3 - but it’s too far…
    LSD Investigates how to translate the Hum of the Eel Without End…[WIP]
    COS investigates Island between 109 and 111…[WIP]

    Terror!
    Violence, upheaval, murder, and destruction.

    SEN Sacks TP 1 and TP 2 in Aelwyd Adferiad (71), gaining 2 Treasure and making them Open!
    SHK tries to Sack TP 1 in region 102, but there was no one to Sack!

    The Eel Without End Coerces TP 2 in Kaarme (14) and TP 3 in Lojan (9), and Converts Holy Site 2 in Region 6 to A Song In Scarlet.
    The Eel Without End slithers into Region 5, Aniwana (153), and Region 149, where it begins descending…
    Near the great abyss from whence the Eel Without End emerged, the changing form of the Eel, and the growing pressure on the mind have scholars theorizing that the End of the Eel draws near - though whether that End shall be tragic or celebratory is yet unknown.
    The path of the Eel Without End passes very close to the Lojanese Republic’s crowning glory: The Tairlav Palace. Though especially difficult to maintain in such conditions, the sense of awe and power the Palace is meant to create is only enhanced by the mind-scattering presence of the Eel Without End. As a result, while the Eel Without End is present in Lojan (9), activating the Tairlav Palace must be done as an action, rather than a non-action; when activated, the owner of the Tairlav Palace may attempt a buyout as a sub-action of an Impress or Sway roll up to three times each round; each unused attempt rewards the owner of the Tairlav Palace with 1 Treasure, instead.

    The Trawling Beasts are directed Northeast by the combined efforts of the Gotezhar and Lux-Glossia, trampling through unknown waters to the north before returning to smash through Region 115, Orope (114), Region 117, and Region 116, before finally stopping on the uncharacteristically small island between Orope, Region 116, and Region 117. They are almost certain to move again after their pause…
    Spoiler: Trawling Beast Effects
    Show
    Holy Site 2 in Region 115 is Destroyed - the Clerical Support in Region 115 becomes Unruly!

    Trading Post 1 in Orope (114) is damaged, becoming Open! The Holy Order in Orope (114) is damaged, and will require a Faith action to be repaired! The Clerical Support in Orope (114) becomes Open!

    Holy Site 1 in Region 117 is damaged, becoming Closed - it will require a Faith action to restore to Open before it can be converted. Black Pearls operations in the area are seriously disrupted when some of their sites are trampled - the local Mercantile Support becomes Open! Local Clergy are mollified by the wise words of the World-Garden regime before their fear turns to discontent.

    Trading Post 2 in Region 116 is destroyed! The local Aristocracy wavers on whether OKI is a suitable ally in the wake of such destruction, but holds in part due to the multi-pronged effort OKI has spearheaded to handle the Trawling Beasts and the destruction they leave behind.


    The Reavers Strike!
    Merchant Support in Lojan (9) becomes Reaved!
    Aristocratic Supports in Region 91 and New Gloucester (130) becomes Reaved!
    LOL TP 1 for Ching He’aang is Sacked by Reavers, becoming Open!
    Region 91 loses 2 Native defender Units and MTE loses 1 Unit to Reaver raids!.
    No one important was lost…this time.
    The Tides have changed - the Tidespire can now predict the two regions the Reavers would be most likely to target every round at any distance (no zone restrictions).

    Stirrings in the deep… [Developments to come with Org actions]

    Organizations!

    Writing Collections


    Reputation
    CRY raises rep with DNA (0 to 1)
    DPB raises rep with CCA (-1 to 1), spending a favor in the process
    HEX raises rep with ABS (2 to 3), spending a favor in the process

    Favors
    CYP gives DNA Supermarine Artillery, regaining 1 Favor
    KNH receives a Prize of the Depths for 2 Favors and 1 Rep - specifics will come w/Org actions
    SKR spends a DNA favor to ask them to coerce TP 3 in region 135

    Prestige
    LUX Exhibits a Great Work for +3 Prestige as a result of Origins of the Exotic
    LUX Completes a monumental undertaking for +1 Prestige
    STC gaffes intentionally to lose roll-off for Envy of the World status - humility does not become them.
    Temperate Marriage Claim Prestige - OKI gains +1 Prestige
    KNH and SKR gain 1 Prestige each from becoming Sea Powers…
    Last edited by Rolepgeek; 2022-10-26 at 11:19 AM.
    Sincerely,
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  28. - Top - End - #358
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The cities of Leriander and Holy Ovum in the Glossian Sea (135)
    The cliff city of Rumond in the Tideswept Shelf (111)
    A temple town at Narcis's Rest (173)
    An outpost to the south (94)
    Round 14

    Actions

    1. INT - [Secret action] Roll here. +1 treasure spent, +1 from scintillating Twin
    Rumors swirl through Leriander about the fate of the vanished Ivory Shade. The Shade was last seen departing the ravine city on the backs of double sailfish with their Shade's unique crystal, an oblong ivory-colored specimen carefully selected from the chromatic depths. But they never showed up to the sailfish stables in the exploration outpost in Narcis's Rest...

    2. INT - [Investigate northeast of region 78] 16, SUCCESS
    The Yellow Shade dispatches a team to repay Seatide for their kindness in allowing Lux-Glossia to establish an outpost in Deepdrift. So much of the sea near the Confederacy is unexplored! The explorers are careful to route through Gravetender waters to avoid ... whatever is happening in Cryptoclysus.

    3. ECO - [Start work on a World Wonder] [1/5]
    OASIS turns out to be an excellent conference for scientific innovation, despite the, erm, ... disruptions. Collaborations are formed, exotic materials are commissioned, favors are called in, and experiments are designed. The Lux-Glossian central scientific board is planning something big, but they're being tight-lipped about it for now. The biggest external hint that something wondrous is stirring is the sudden increase in governmental orders of large, unblemished panels of luminescent crystal from the mines below Leriander. How expensive!

    4. ECO 5 - [Send a trade route to the Splendid Miru Miru (MIR)]
    An outpost is established in Aniwana to serve future explorers headed to the far east. It is the most decor-ated of the Lux-Glossian outposts by far.

    5. DIP 5 - [Create a cultural exchange with the Shifting Ennead (SEN)]
    The Ennead's recent war footing has many on edge, and their OASIS-presented experiments with flesh recycling are concerning. A cultural exchange with the feudalistic grafters might prove beneficial for both keeping a closer eye on the situation and for potentially influencing the Ennead towards more interesting ventures such as charting the expansive wastes to their north.

    Non-Actions

    1. Spy non-action.

    2. Host the Oceanic Advances in Science International Symposium (OASIS).
    - Trade Trophic Deconvolution to HEX, LSD, MIR, and SUR. Do not trade to RFT out of respect for their culture.
    - Trade Graduated Symbiosis to HEX and SUR.
    - Trade Composite Grafting to MIR and SUR.
    - Trade Supernatic Propagation to HEX, LSD, MIR, and SEN. Do not trade to RFT out of respect for their culture.
    - Trade Megafaunal Tailoring to LSD.
    - Trade Anoxic Adaptation to MIR. Receive Bioluminescent Navigation from MIR.
    - Trade 1 treasure to CYP. Receive Electrodialytic Staurozoa from CYP.
    - Trade Rella Lestar (Spy, 9 Intrigue) to GTZ. Receive the Greenwater (region 141) and Speaker Meriel Swiftwater from GTZ.
    - Trade the Crimson Moonlight (Specialized Ship) to ESP.
    - Trade Filtration Grafts to STC. Receive Traveling Scholars from STC.
    - Trade Bitter Tourism to ESP. Receive Mamomachines from ESP.
    - Trade Anoxic Adaptation to SUR in exchange for a future favor.
    - Accept Razor Current Netting from COS in exchange for a future favor.

    3. Start another monumental undertaking. [1/3]
    Narcis's Rest has developed a bit of a reputation for being a safe haven for self-expression. The small temple town amid the brittle coral has been slowly working at the surrounding waterscape, breaking informal paths and setting navigational pillars. To the side of the main town, a large flat area has been cleared of coral for opera, poetry recitations, plays, performances, and stand-up comedy. Some of the town's big dreamers hope to improve the acoustics, and have been slowly digging out the central platform while packing the sand of the surrounding hill into tiered seats. Its not much yet, but the outline of a rough amphitheater has been formed.

    4. Spend 4 DNA favors on Survival of the Fittest. (Favor count: +2 to -2). Ask DNA to coerce:
    - TP 122.3 for Native Gold (with CYP's permission)
    - TP 49.1 for Ivory Legionnaires
    - TP 174.1 for Sugarweed
    - TP 100.2 for Scaldsquid

    5. Resist MHR undermine of region 112's mercantile support. 15, SUCCESS

    6. Place Pure Berries on the border of 117 and the Dekapoloi (120) to lure the Trawling Beasts towards 121.

    News and Discoveries

    • Matriarch Falnir Hallus is no longer the only cyphiri Matriarch as Rumond continues to benefit from the presence of the Cyphiri Union, though she continues to be the most prominent in Lux-Glossian politics. Following this precedent for multi-species Shades, the Viridian Shade of Holy Ovum has welcomed a Siren of the Lambent Syndicate into their number. Time will tell if this leads to additional grant funding for Kikara Gralli's research.
    • After lengthy negotiations with the conquering Gotezhar, the Matriarchs have agreed to incorporate the Speakers of the Greenwater Clans into the Grand Conclave. Speaker Meriel Swiftwater is on official Conclave records as being less than happy with the final arrangement, but recognizes that this is the best she is likely to get given the utter disorganization of the Clans in recent years. At the very least, the incorporation will afford the Clans some stability and independence of operations while they recuperate, without fear of being conquered (again) by their violently concerned neighbors.
    • The Crimson Shade has relocated to the Lux-Glossian outpost in Magma Falls, taking the Crimson Moonlight with them. Matriarch Yuru Tlira states that the purpose behind the move is to seek out wastes less explored than those near the Glossian Sea. Hopefully, this will be the beginning of a fantastic partnership with the local Medusae.


    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Rihali of the Green Shade, Eldest of the Matriarchs

    Ruler stats for round 14:
    (low stats are treated as 4 due to PRS rank 4)
    Diplomacy - 5
    Military - 3
    Economy - 6
    Faith - 2
    Intrigue - 5

    Ruler increases: +1 Intrigue, +1 Economy

    Ruler stats for round 15:
    Diplomacy - 5
    Military - 3
    Economy - 7
    Faith - 2
    Intrigue - 6

    Spoiler: Reminders for myself
    Show
    End of round 12: Genus Taxonomia Vadosus Mare ends - you should get something for contributing
    End of round 15: Chora rep for waste exploration ends (2/2 done)
    End of round 15: Steward offer of treasure for favors ends
    End of round 15: Nacres offer to coerce TPs for favors ends
    End of round 15: Chora offer to sway factions in owned regions for favors ends
    End of round 15: DNA favors require roll to raise rep. Raise rep TN +2
    End of round 17: ABS help with TPs/HSs/colonies ends
    Currently have 3 treasure (2 from passive income + 1 from plastic flower)
    Only spending 2 treasure this turn. Bank 1 for next turn
    Write up that thing for Role
    Character audit
    Make a flag
    Drawing
    Coding
    Last edited by Aerin; 2022-11-06 at 12:54 AM.

  29. - Top - End - #359
    Pixie in the Playground
     
    MappyPK's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Splendid Miru Miru

    Aniwana (153)
    Round 14



    Leader: Tuatahi the Second Bubble Bender
    Diplomacy: 4
    Military: 3
    Economy: 10
    Faith: 2
    Intrigue: 6

    Round 15 will see a new leader of Miru Miru, receiving +2 ECO.

    Standard Actions
    1. ECO - 10 Special - Create Technology: Bioluminescent Navigation
      Spoiler: Bioluminescent Navigation
      Show
      Prerequisites: Photospore Signaling
      Effect: Allows traversal of Depth 1 regions.
      Fluff: Using photospore organisms that have been genetically modified to have a particular protein composition, originally based on the ones used for the Taika's secretive communication network, it is possible to generate microorganisms that radiate a variety of colors, even deep in the sea. Through the usage of a color coded system, it is simple to clearly mark the level, type, and source of danger in dark expanses. Of course, this can also be used to selectively illuminate civilian routes, work as markers for the trip back, and be used in a standard Taika messaging system.
    2. DIP - Attend OASIS and offer Bioluminescent Navigation
    3. ECO - Buyout TP2 in Region 5. [Success!]
      Spoiler: Grind it!
      Show
      Well, the root itself may not be the most appealing, but perhaps it could be ground down and used to flavor another dish-- after all, many traditional meals in Miru Miru are quite bland.
    4. ECO - Prospect W37. [Success for 1 TP!]
      Spoiler: For the Chora
      Show
      Hopefully, the Chora appreciate further exploration of the wastes by Miru Miru, as their call has been the motivating factor in many of the trips called for by Tuatahi.
    5. ECO - Buyout TP3 in Region 155. [Success!]
      Spoiler: Eye for Aesthetic
      Show
      With the recent organization of the Surunung and the quick peace established between the two nations, Miru Miru found it fit to bring back some of their most delicate arts for proper display at home.


    Sub-Actions
    At the OASIS event:
    1. Accept gift Trophic Deconvolution, Supernatic Propagation, and Composite Grafting from LUX.
    2. Accept trade deal with LUX, receiving Anoxic Adaptation and giving Bioluminescent Navigation.
    3. Accept trade deal with GTZ, receiving Bitter Tourism and giving Bioluminescent Navigation.
    4. Accept trade deal with HEX, receiving Toxic Filtering and giving Bioluminescent Navigation.
    5. Accept trade deal with CYP, receiving Holographic Certification and giving Bioluminescent Navigation.
    6. Accept trade deal with SUR, receiving Megafaunal Tailoring and giving Bioluminescent Navigation + Photospore Signaling.
    7. Accept trade deal with PGL, receiving Razor Current Netting and giving Bioluminescent Navigation.
    8. Accept trade deal with KNH, receiving Mitochondrial Regulation and giving Bioluminescent Navigation.
    9. Accept trade deal with COS, receiving Supermarine Artillery and giving Bioluminescent Navigation.
    10. Accept trade deal with STC, receiving Traveling Scholars and giving Bioluminescent Navigation.
    11. Accept trade deal with ESP, receiving Mamomachines and giving Bioluminescent Navigation.
    12. PRS - Sign the Treaty of the Ravine with SUR.
      Spoiler: Treaty of the Ravine
      Show
      1. Establishes the Glamorous Regional Enhancement Group (GREG), a pact between Miru Miru and Surunung.
      2. Miru Miru provides Surunung with useful technologies as necessary, including Bioluminescent Navigation.
      3. Miru Miru provides economic support to Surunung in the form of appropriate buyouts and sways when possible and necessary to maintain order within Surunung.
      4. Surunung provides Miru Miru with militaristic support in the form of a full defense in the case of an attack. Miru Miru is not obliged to support Surunung's offensive endeavors.
      5. Both parties allow full unit access within each other's territory. Neither party can attack the other. Surunung refrains from attacking members of the Flowing Peace.


    Non-Actions
    1. Accept Trade Route from LUX.
    2. Accept Trade Route from HEX.
    3. Finish the Monumental Task (3/3).
      Spoiler: Statue of the First Bubble Bender
      Show
      With the structure of the monument nearly entirely complete, made up of the most beautiful of colored stones and a variety of bubbles contributed by many Taika, all that remained was to make the statue glorious decorated. This included, of course, nearby gazebos for tourists to use, a small visitor center not far away, and a heaping helping of decorative vegetation throughout the space. Though respectable on its own, a small marketing campaign would be necessary to make a profit for the government, so Tuatahi had decided to authorize that as well. The grand opening occurred just days after a tragic accident involving his succession. Ironically, his greed would boost the status of the nation as a whole, but not so much his own personal standing.
    4. Roll a new leader non-dynastically.
      Spoiler: Kororia
      Show
      Unfortunately, near the end of the year 42, Tuatahi came down with an illness specific to the Taika people that infects the bubble-generation gland. Though assumed to be bacterial in nature, steps have not yet been created to cure this disease, once it takes a turn for the worse. Tuatahi, loving his grand acts of architectural marvel, unfortunately did not rest as instructed by his council of advisors, and was unable to recover, opening the Bubble Throne for the next ruler of Splendid Miru Miru, to be decided through standard tradition, the Ruawacka in Aniwana.

      A young scholar at the local place of higher education known as Kororia found herself in the lead headed into the second round of the competition, having created a brilliant yellow bubble that far outdid the others. In the size challenge, her color wavered slightly, but was maintained just enough at a size just slightly larger than her opposition (though, not nearly as grandiose as the late Bender's), allowing her to edge things out and become the next Teacher of Miru Miru. Though young, the people quickly accepted Kororia as a fair winner who clearly had the power to handle the throne.

      Stats (round 15):
      Diplomacy: 5 (4 roll + 1 distributed)
      Military: 3
      Economy: 6 (4 roll + 2 previous round)
      Faith: 5 (4 roll + 1 distributed)
      Intrigue: 3
    5. DNA - Contribute to the Genus Taxonomia:
      Spoiler: Lace-Web Brittle Star
      Show
      The Lace-Web Brittle Star (Ophiura Miruvitta), colloquially known as the stone lace, is by all accounts physiologically nothing particularly special. It functions like any other echinoderm, filter feeding off the rocks it slowly moves across with its plentiful tube feet. What's particularly notable about it, though, its is exceptional external anatomy.

      For as long as there have been Taika in Miru Miru, there have been stone laces used for aesthetic purposes. They come in four common colors (white, light gray, pink, and mint) and two additional rare colors that must be properly cultivated (lavender and periwinkle). Their central circular disc is almost identical to that of the model species, the serpent star, but their five, radially arranged narrow arms can be up to eight times longer, making their movement awkward to behold, but precise given time. Upon death, its body undergoes intense calcification, hardening in place, attaching itself to the rock or shell it had been most recently walking across. This process, combined with the preservation of its pigmentation, creates a beautiful webbing effect along the stone, allowing it to become part of a bubble and rock garden, traditional to the Taika.

      For this reason, some citizens of Miru Miru run stone lace farms as a for-profit business, attempting to increase their hardiness and overall color. The best of the laces can bring in large sums of money, sustaining entire families. These farmers take intense care of their product, making sure to guard them from particularly nasty ectoparasites, such as brittle star copepods, which can enter through the mouth and cause decalcification after death.
    6. DNA - Contribute to the Genus Taxonomia:
      Spoiler: Bulbous Sea Cookie
      Show
      The Bulbous Sea Cookie (Mellita Porotakacirca), sometimes known as the sand circlet, is a surprisingly rare species of sand dollar that can only be found in the shallow regions around Aniwana. Though they look similar to common species of the sand dollar, they do have a few notable characteristics that set them apart. For example, unless chipped or otherwise damaged, these tend to be uncannily circular with little to now flaws, and the typical star-shaped markings on the topside are extraordinarily rounded, appearing in a sort of clover-like fashion around the center. It digs itself into the sand and acts as a filter feeder.

      The sand circlet is known by many farmers of the area to lower the risk of disease infecting a colony of stone laces. Therefore, wealthy Taika with access to these rare specimens may set them up in a circular or box-like formation around their stone lace ranches. The running theory is that, as filter feeders, the sand circlets are able to digest the copepods that cause issues in the brittle stars, though this has yet to have been confirmed. Children who come across a sand circlet in the wild are said to have good luck if they flip it over.
    7. ABS - Contribute to the Coraline Compendium:
      Spoiler: Bubble Architecture
      Show
      Due to their eye for the aesthetically pleasing, the people of Miru Miru find beauty to be the first and foremost factor when designing any structure. Evolutionary pressures have made the Taika exceptionally skilled at creating bubbles that can last up to years without popping. Additionally, the pigmentation of their meals are stored in a specialized organ in the body, which secretes it in small quantities into the air produced to create colorful bubbles. Obtaining the perfect color that one desires, however, can take up to years of practice and experimentation, plus careful management of the diet for days leading up to the bubbogenesis. Bubble nests are particularly sturdy and cannot simply be popped by passing through due to the specialized gas make-up of the bubbles themselves. Often times, they take the form of small arches and decorated entrances to small caverns in the rock. Anchoring the bubbles to the surface of sand or rock can be challenging, but generally is accomplished through the use of colorful plantlife. Rarely, a nest will be made entirely out of bubble, however, and these are considered among the most beautiful -- and therefore, its inhabitants most desirable to pair up with.
    8. Resist all buyouts, sways, and any conversions not by the Way.



    Bookkeeping
    Spoiler: Statistics
    Show
    Total Trading Posts: 4
    Mercantile Support Trading Posts: 2
    Treasure: 0 + 1 per round
    Mercantile Supports: 1
    Abyssal Stewards Favors: 0
    Chelonian Chora Favors: 1
    The Divine Nacres Favors: 0

    Spoiler: Lists
    Show
    Resources: Decor, Decor, Hollow Sunfish, Pojanese Raider Bands
    Technologies: Photospore Signalling
    Specials Used: Eco 5, Eco 10, Int 5
    Specials Available: N/A
    Trade Routes: LUX, HEX
    Cultural Identity Bonuses: Buyouts
    Last edited by MappyPK; 2022-11-06 at 12:06 AM.

  30. - Top - End - #360
    Firbolg in the Playground
    Join Date
    Dec 2009
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    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 14
    Regions: 122, 124, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 10 Military 5 Economy 10 Faith 9 Intrigue 2
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Faith, +1 Military
    1. Construct World Wonder (2/4*) [Military] - Unrolled
      *-1 action cost from either Lesser Piryon Ma’yan
      Spoiler: The Union Mercenary Exchange
      Show

      Pyl-Garat undergoes the following changes:
      • A City is built, the Union Mercenary Exchange itself, granting a bonus to Sacks.
      • The region's resource becomes Mercenary Retainers, with 6 Trade Posts.
      • The functions of Aristocratic and Mercantile Support are merged - gaining or losing control of one means gaining or losing control of the other.

      Countries may spend up to X treasure per turn on battles, where X is the amount of Mercenary Retainer Trade Posts controlled (+1 for each of controlling the Union Mercenary Exchange or having the Aristocratic+Mercantile Support of Pyl-Garat), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it).
      (mechanics updated as per Role's suggestion, may still be tweaked)

      The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard.

      With Belar Hallus very distracted by spiritual matters, House Pylet pushes their influence with little resistance - the role of the Council Fund is unopposable, of course, but they can still start pushing out the minor Hallus agents and representatives of other families in order to take a dominant position in deciding the future of the Exchange. Thankful that they were able to get one of their own trained in the proper use of the Piryon, they shape the growing structure of the Exchange according to their aesthetic preferences, favouring a more brutalist style compared to the extravagance of House Hallus or the elegance of House Ulnesh. Meanwhile, the Fund's agents (and some Hallus representatives) abroad continue in their two-pronged campaign, convicing foreign mercenaries to base themself in Pyl-Garat and letting the major countries of the seas know about what they are building and the services it will provide. One major effort in this campaign is focused in the Magaramchi Salination, whose people have sent a message through the Lojanese describing their own exchange, leading to a delegation of Council Fund representatives (with a healthy Kalan retinue as bodyguards - the Magaramchi had not been active in the wider ocean for long, but their actions were the sort that made for very interesting stories, the kind you endeavoured to not be a part of - heading there to negotiate some kind of cooperation between the two ventures.
    2. Decontaminate 121 through Disinfection Protocols [Military] - 16, Success (3 Treasure spent)
      As the Cyphiri begin to decontaminate the waters to the east according to the designs of the Chelonian Chora, hoping to provide a safe route for the Trawling Beasts that doesn't send them into Cyph-Arel or Dashasham, they come to a realisation - it's not enough. Too slow. This way, they won't be ready in time. And so, apologising to the Chelonian Chora for what's about to happen, they turn to the Divine Nacres instead and soon Belar scouts make the journey into the contaminated waters, equipped with the best protection available and enough of the Nacre-engineered virus to hopefully kill off the responsible organisms in time for the Trawling Beasts' arrival. The sudden change in priorities makes the whole thing more expensive, and means that the infrastructure already established in the region is wasted, but that's the cost that must be paid.
    3. Attend Event - OASIS [Diplomacy] - Unrolled
      Spoiler: Subactions
      Show

      • Trade Holographic Certification to Splendid Miru Miru for Bioluminescent Navigation
      • Trade Electrodialytic Staurozoa to the Lux-Glossian Shades for 1 Treasure
      • Trade Electrodialytic Staurozoa to the Seatide Confederacy for Traveling Scholar
      • Trade Filtration Grafts to Eternal Spring fror Mamomachines

      Naturally, the Cyphiri weren't going to turn down an offer like the ones sent by the Lux-Glossians. Pelir Hallus decides to not make the journey, a first for her, and instead sends her three closest subordinates (among whom her successor will likely be drawn) to show their expertise to their partners in exploring the Way, and the rest of the oceanic community, and all the while see if they can secure new knowledge and technology for the Union.
    4. Sing [Faith] - 19, Success
      Baran Hallus has seemed different to those around him since his return from the Wastes, and the following visit to the Songsages - not that many have seen him since then. For most of these years, he stays in near-isolation, recieving the occasional visitor from the Chora or from Cyphiri sages of the Way, both groups offering guidance in their own way for the experience he was going through. While the Chora members seem to walk away happy, the Cyphiri are more confused than anything, and a few more than a little frustrated at the news of a song that they cannot hear, or perhaps understand. Eventually though, Baran is ready, and the first time most of the Cyphiri of Cyph-Arel see their leader in years is as they watch him swim into the Reefback Nursery of the region, ready to face enlightenment.
    5. Set the 25 HS bonus for the Cyphiri Way: Prophetic Education [Faith] - Unrolled
      Spoiler
      Show

      The Cyphiri understanding of the Flowing Way has always had a somewhat pragmatic underpinning - sure, the more dedicated followers of the Way fully immerse themselves in the mysticism and spiritual elements, but the motivation behind many Cyphiri families originally adopting the faith was simply because of what it suggested one could get out of understanding. Understanding the Way meant to some degree understanding the future, and no family could deny the usefulness of that. One enduring element of that desire to use the Way to one's advantage is the childhood prophecy, an attempt to predict the future of a young Cyphiri by putting together all they have done so far, the stories of their family, and the stories of the world around them, and so know what the child will be talented in and how they can best work for their family.

      It's always been a difficult art, and one that's often decried as useless by many Cyphiri (who nonetheless arrange for one when they have children of their own), but in recent years there's been a shift. The prophecies around Ashal Hallus, Baran's daughter and the heir to House Hallus, have been remarkably accurate where it matters - sure, the exact details of her life and how the future will broadly flow is a mystery, with the relevant prophecies being essentially educated guesses, but when it comes to the girl herself - her abilities, personality and tendencies - they're seeing success after success and Hallus educators are very encouraged by the success they're seeing in letting the information given to them by the sages of the Way guide her tuition. Besides the money that Baran has put into the project, it's thought that the increasing reach of the Flowing Way, and the increased information on the stories of the world and how they influence the Way (sometimes in the strangest and most esoteric ways) that gives, is a major factor in these recent successes, and other families are seeing similar results as the scholars hired by House Hallus spread their findings to others, encouraged by Baran.


      Prophetic Education is the art of using the Flowing Way to predict the talents and tendencies of children born to the faith, and using those predictions to guide the education, training and eventual employment of those children - a child may be prophesised to be an excellent mathematician, for instance, leading their family to focus their education around that topic and prepare a position for them in the family that suits their abilities ahead of time. This prior knowledge gives followers of the Cyphiri Way an edge when it comes to training and education, allowing experienced Cyphiri to pass on their knowledge to those young Cyphiri who are best suited to learning about their particular area of expertise, and ensuring that fewer skills are lost with time and the passing of leadership from old to young.

      When rolling to determine the starting attribute scores for a new dynastic ruler, roll twice for Economy and choose either result.
    6. Expedition South of 123 (+1 CCA Reputation) [Economy] - 18, Great Success (2 Treasure spent)
      Their role in taking Baran on his pilgramage over, Wayfinder returns to its original mission of exploring the wastes and finding treasures for the Union. The area south of their original staging post (in the waters still held by the Greenwater Clans) had never been explored, and Rendal Belar saw no better place to get back to work. As the vessel starts its sweeps across the waste floor, the roar of the Gulgolet Shero'ah Hakkol once again being a familiar sound to the crew, Rendal ponders his findings over his journeys into the wastes, starting to see a pattern but not quite grasping it yet.


    Nonactions
    • Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference.
    • Allow the coercion of TP3 of 122 by DNA/LUX.
    • Make use of the Song of Prosperity to create a Trade Route with the Kar-Nath Hegemony (-1 CCA Rep, 2 favours used)
      With their relationship with the Chelonian Chora repaired after past disagreements and neglect, the Cyphiri Union starts thinking of ways to make it work for them. One way that comes to mind is the fact that the Chora has other friends in the waters, and with some convincing perhaps the Chora could help make their friends the Cyphiri's friends, for the purpose of a healthy trading relationship if nothing else.
    • Ask the Chelonian Chora about the location of their HQ, on the behalf of the Lux-Glossians (1 favour used)
      While they're talking to the Chelonian Chora, one of the House Hallus representatives remembers a favour asked of the Union by the Lux-Glossians, and passes on that request to the Chora - after all, it was something that the Cyphiri were curious about as well, ever since Lowpeak Reef was found. It takes a bit of thinking to remember the way their Lux-Glossian friend wanted it asked, but eventually they remember:
      Wandering turtle
      Singing hymns atop the wastes
      Where do you call home?
    • Use Survival Of The Fittest to get the Divine Nacres to coerce TP1 of 186 (1 favour used)
      The new organisms the Nacres have developed do look like they'll be of great use to the Cyphiri Union in its more far-ranging endeavours, but there's a problem - there aren't any suitable organisms currently within the reach of the Cyphiri. The sea cows seemed promising but simply aren't large enough, so Neyran Ulnesh returns to the Nacres with a request for them to acquire a suitable supply, as they had done previously with the tubeworms used in Cyphiri filtration grafts.
    • Use Survival Of The Fittest to get the Divine Nacres to coerce TP1 of 66 (1 favour used)
      As the technological capabilities of the Cyphiri grows, incorporating methods and techniques from all across the seas, it becomes clear to the Cyphiri researchers that new blood is needed, a supply of intelligent hirelings that can be relied upon to put those advances to work in the field. Once again, the researchers turn to the Divine Nacres to find them the right employees, and as always don't think about the question of how the Nacres get it done.
    • Use Domesticated Sea Cows and spend 1 Treasure to lure the Trawling Beasts into 121
      Once the Divine Nacres have confirmed that the plan has worked and the virus has reduced the populations of Heartstopper Mold and Breathstealer Algae to a level where it's safe to enter (and more importantly, non-toxic enough that there's a good chance the Beasts will accept going in there), the Tellan move in with their treasure-laden cows and begin to set up a string of bait animals to pull the Trawling Beasts into the region once the Gotezhar have given them the initial push in the right direction. Their reasoning is that once the Beasts are there, they'll naturally want to take the closest route to deep water - straight south, without harming anyone else's holdings.
    • Attempt to evacuate TP1 of 117 from the Trawling Beasts - 12
      It's clear that, much like House Tellan in the northwest, one of the Cyphiri families will need to put their holdings at risk for the greater good of limiting the devastation the Trawling Beasts will cause. The Kelad family's northernmost holdings had already been lucky enough to not be in the path of the beasts, but with the combined efforts of the Gotezhar, Lux-Glossians and Cyphiri laying a path for them that once again took them through the region, the Kelad didn't fancy their odds a second time around. A plan is formed to collect up as many tunicates as possible and take them west to the cow farms of the Tellan (the family in charge of their House) and hopefully keep a population happy and alive well enough and long enough that they can be brought back to what remains of the tunicate farms in order to quickly and relatively easily restart operations.
    • Continue a Monumental Undertaking - The Melrit News Network (2/3)
      Spoiler: The Melrit News Network
      Show

      The main focus of the Melrit family during these years is establishing their presence aboard, setting up scattered outposts across the countries of the oceans (those willing to let them work there, at least) and ensuring that they have lines of communication back to Cyph-Arel - sometimes difficult and unreliable lines, given the distances invoved to some of the more far-flung countries out there, the varying terrain of the seas they need to travel through and the difficulties involved in setting up photospore lines in some areas, but nonetheless channels from which to pass the stories where they outposts are back to Cyph-Arel to be packaged together and sold on to interested parties. Eventually, Melrit offices are found all over the place, their staff always happy to hear a local story or two that they haven't heard before in exchange for a little money, and for information on the current big events from trusted contacts for rather more money.


    News and Rumours
    • The followers of the Way Rendal consulted with on his experiences in the wastes keep on with their own investigations, and soon captains and crew of waste-capable vessels across the seas find themself approached by Cyphiri wanting to hear their stories of the wastes in exhaustive details, and all available records of their explorations are asked for - naturally, the Lux-Glossians find themselves frequently visited by these sages of the Way.
    • The Kelad family find their reactions to the Trawling Beasts to be rather mixed - on the one hand, it was unpleasant to see the effect the Titans have had on the communities around their northern businesses (even if they were so far able to avoid harm), particularly given their probably return through the region, but on the other the troubles the Black Pearls were suffering from the Beasts was something they were happy to see.
    • The rise of the Monheganist Regime is something the Cyphiri find quite interesting. Their stance towards foreigners, however, is rather disappointing and after hearing the greivances of the Lux-Glossians struggling to keep their economic hold over the Bone Grinder's Guild some families start considering ways that they can deal with the potential problem.


    Houses and Families of the Cyphiri Union
    Spoiler
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    These days many families are organised into Houses, a group of families led by a family that is part of the Union Council that have certain legal and economic ties and obligations, so the following is organised to suit. As always, there are many more families than this (in and out of the listed Houses), and more Houses, but these are the ones mentioned in the fluff so far.

    The Council Fund
    TPs: 122.1
    Other: Arthan's Head
    The Council Fund is organised like a Cyphiri family but without any kind of central bloodline, its numbers drawn from every Union Council family - the family itself, not the wider House (a technicality based on the wordings involved with the laws that established the House system, but one few of the Council families wish to change). Similarly, a significant amount of its assets come from the Council families, one of the obligations involved in joining the Council being to contribute a proportion of their assets to the Fund, the rest being assets created by the Fund using those contributions. Its role in the Union is intended to essentially be a neutral party and wealth reserve, one not beholden to one family, although council families use past loyalties and political maneuvering to push their interests, and in the restructuring of the Union House Hallus has more influence than the dominant family would have in the old days of the Union. One of their major roles is that of managing mercenaries - the Retainer Guard is a force of mercenaries hired on a long-term basis that answer to the Fund and are sent out as and when a family requires assistance beyond the scope of their own mercenaries, and if the Cyphiri ever go to war it is the Fund that will have military command (under the guidance of the Council). Beyond that, they're also the major investor in the photospore networks across Cyphiri waters and out to major Cyphiri holdings elsewhere, they're one of the largest buyers of Cyphiri gold, and they're the caretakes of Arthan's Head who decide which families can hire it out.
    - Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she doesn't adhere to the Way much herself.

    House Hallus
    TPs: 122.2, 173.1
    Supports: 122 (Aristocratic/Mercantile), 111 (Aristocratic)
    Other: Cultural Exchange with COS, Lesser Piryon Ma’yan
    House Families: Belar
    Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
    - Ashal Hallus: Baran's newborn daughter.
    - Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
    - Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

    Belar
    Supports: 140 (Mercantile)
    Other: Wayfinder, Gulgolet Shero'ah Hakkol
    A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus. They're also the ones in charge of waste exploration and exploitation, journeying out in their ship, Wayfinder, and using gifts from the Abyssal Stewards to find anything of value out there.
    - Retak Belar: The head of the Kelad, and one more focused around the ecoomics of their operations than the actual work they carry out. As such, he's very close to the Hallus, wanting to ensure further funding and the other benefits of being part of House Hallus keep coming.
    - Rendal Belar: The captain of Wayfinder, the Kelad's ship built to venture out into the wastes. He's a devout follower of the Flowing Way who believes that uncovering the mysteries of the wastes may provide some kind of hidden insight to the secrets of the Way.
    - Arnel Belar: One of the three top researchers below Pelir. Keeps well-informed about discoveries across the world, and primarily works with networks of small interconnected organisms.

    House Ulnesh
    Holy Sites: 122.1, 124.2, 124.3, 153.1
    Supports: 122 (Clerical), 124 (Clerical/Aristocratic)
    House Families: Carral
    Formerly the dominant power among the Cyphiri families, before the ascendancy of the Hallus family. Originally, they split their interests between a very strong agricultural base and ways of leveraging said strength in political and economic endeavours, but as more and more food is imported, the Union grows beyond their capabilities to feed, and other families take bites out of their agricultural empire, they've been finding that strength waning. These days, they instead leverage their high status among Cyphiri followers of the Flowing Way, with Werran Ulnesh their leader, to secure power. There was once a great rivalry between Ulnesh and Hallus, strengthened by the Hallus takeover, but these days they're almost cordial as the Ulnesh support Hallus ventures in the Union Council while the Hallus help them with their own plans focused around the Emerald Tidelands.
    - Werran Ulnesh: A 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. He became the most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business, and since Garren's death has taken control over the family as it focuses on its new direction.
    - Relas Ulnesh: The member of Ulnesh's leadership council most pushing for them to retake the top spot, and the main opposition to its current direction. She was originally Garren's preferred successor, but in the years before his death disagreements between the two meant she lost his direct support. She's proven herself to be a competent leader in her position, though, putting to bed many doubts people had when she was younger.
    - Helad Ulnesh: The man in charge of coordinating loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used. Was once the favourite among most of the family to succeed Garren, but the family's shift in direction led to him being passed over in favour of Werran. He still has notable influence among other Cyphiri families due to his ability to leverage the loans, though, and he's been busy trying to bring various families into House Ulnesh.
    - Neyran Ulnesh: One of the three top researchers below Pelir. Still keeps an interest in the agricultural development that originally gave House Ulnesh its edge, despite that losing focus for the wider family, and otherwise works to integrate foreign technology and techniques with Cyphiri methodology.

    Carral
    TPs: 123.1
    Supports: 123 (Mercantile)
    Small decentralised family who were once down on their luck and turned to the Bone-Grinder's Guild of [112] to try to make a new future for themselves. Their attempts to become more influential in the Guild ended up gaining them little, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now based in that region and have established themselves as a dominant mercantile power in the region by selling on imports from the Kelad.

    House Tellan
    TPs: 109.1, 114.2, 118.1, 118.2, 134.2
    Supports: 126, 139 (Mercantile)
    Other: CYP-OKI Trade Route
    House Families: Kelad
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
    - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
    - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

    Kelad
    TPs: 117.1
    Supports: 118 (Mercantile)
    Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit. In recent decades, they've been having a lot of troubles with the Black Pearls, many of their major holdings being in waters that the syndicate holds sway in.
    - Nalrin Kelad: An influential family member in the wake of the disruption brought by the Black Pearls, and very outspoken about her views of the syndicate.

    House Pylet
    TPs: 129.2
    Supports: 125, 129 (Mercantile)
    Other: Pyl-Garat (129)
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.
    - Hapat Pylet: The head of the Pylet family, the main family in control of Pyl-Garat. Doesn't have the best reputation among followers of the Flowing Way, between many statements he has made that were critical of it, and the fact that many of the people living in Pyl-Garat have ended up following the tenets of Sakurado instead. The man himself appears to follow neither faith.
    - Rala Pylet: One of the three top researchers below Pelir. Primarily interested in the animals of the oceans, and the ways that their traits can be used in biotechnology.

    Other Families
    Holy Sites: 122.2, 122.3, 128.1


    Statistics
    Spoiler
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    Special Actions Available: Military 5, Diplomacy 10
    Special Actions Used: Diplomacy 5, Economy 5, Economy 10, Faith 5

    Diplomacy
    Spoiler
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    Reputation/Favours
    The Abyssal Stewards: Rep 2, -1 Favours (Expected Change: None)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 4, 0 Favours (Expected Change: +1 Rep/-1 Rep, +1/-2 Favours)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region; -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
    - Favoured: Can pay 4 regions to ship to a region with a CCA base from another CCA base; can Seek Aid after an action has been rolled 1/round
    - Bell-Keeper: Can ring the Bell of Resolution as a Faith action to roll another action as 1d6/8+6.
    The Divine Nacre: Rep 1, 0 Favours (Expected Change: +1 Rep, -2 Favours)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige Rank 4, 0 Prestige (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions
    - Emulated: +2 to Raise Reputation, Slander and Resist Slander; use Cultural Identities through CIs twice a round; vassals can use your CIs and lieges your perfected tactical doctrines
    - Envy of the World: Host events as a non-action, all attributes below 4 count as 4 for rolls

    Bases
    122: Reefback Nursery
    124: Smoking Garden

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None

    Great Works
    The Palranic Anthology (Literature; kept in Cyph-Arel)


    Military
    Spoiler
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    Units: 0 (Expected Change: None)
    Unit Cap: 9

    Aristocratic Support
    122, 111, 124

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    Supermarine Artillery (Dropping Weapons) +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling) [Prereqs not met]


    Economy
    Spoiler
    Show

    Treasure: 7 (Expected Change: -3; Rate 2 + 1 Trade - 6 Actions)

    Trade Posts
    Effective Total TPs 19
    Treasure Rate 2

    Foreign TPs with Owned Mercantile Support 2
    Trade Post Resource Use Support Rate
    109.1 Swarm Ash Bitter Tourism Cyphiri 1
    117.1 Biolumiscent Tunicates Support of 118, Holographic Certification None 1
    118.1 Domesticated Sea Cows Support of 126/129/139 Cyphiri 2
    118.2 Domesticated Sea Cows Support of 126/129/139 Cyphiri 2
    121.1 Infectious Seed-Spores None None 1
    122.1 Native Gold Joined-Stalk Companies Cyphiri 2
    122.2 Native Gold Joined-Stalk Companies Cyphiri 2
    123.1 Malleable Blubber None Cyphiri 2
    127.1 Ray-Ear Seaweed Support of 122/123/140 Black Pearls 0
    129.2 Nutritious Silt Support of 125 Cyphiri 2
    134.2 Cobalt Dye None Costa Sereia 1
    173.1 Tiny Tubeworms Filtration Grafts None 1

    Mercantile Support
    118, 122, 123, 125, 126, 129, 139, 140

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    Wayfinder

    Civilian Technologies
    Composite Grafting No mechanical effect
    Graduated Symbiosis No mechanical effect
    Megafaunal Tailoring No mechanical effect
    Photospore Signalling No mechanical effect
    Supernatic Propogation No mechanical effect
    Trophic Deconvolution No mechanical effect

    Anoxic Adaptation Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
    Bitter Tourism Cross Glacial borders (Prereqs: Heat Source - Usable)
    Filtration Grafts Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)
    Electrodialytic Staurozoa Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses (Prereqs: None - Usable)

    Holographic Certification +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Usable)
    Joined-Stalk Companies Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exemp. (Prereqs: Composite Grafting, Precious Minerals - Usable)
    Adventuring Parties Can send Missions from any region with owned Aristocratic Support (Prereqs: Photospore Signalling, Skilled Labour - Unusable)
    Seeker Barnacles Can send Expeditions from any region with an owned Trade Post (Prereqs: Graduated Symbiosis, Megafauna - Unusable)


    Faith
    Spoiler
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    Faith Holy Sites: 30

    Clerical Support
    122, 124

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts

    Artefacts
    Arthan’s Head As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
    Shero'ah Hakkol One Prospect action per turn in a Wastes region gains a +2 bonus.
    Lesser Piryon Ma’yan Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
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    Spies
    None


    Claims
    Spoiler
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    122 - Historicity, Integration
    124 - Confederation


    Total Passive Effects
    Spoiler
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    Actions
    Buyouts: 2d8 CI
    Impress: +1 Prestige, +1 Religion
    Sway: +1 Prestige
    Exploration: +1 Nacre Rep
    Prospecting: +1 Nacre Rep, +2 Artefact (1/round)
    Colonisation: +1 Nacre Rep
    Claims: +1 Prestige

    Defensive
    Resist Coercion: +1 Steward Rep
    Resist Sack: +1 Steward Rep
    Resist Secret: +2 Steward Rep
    Resist Supports becoming Open/Unruly: +1 Chora Rep
    Resist Sway/Impress: +1 Prestige

    Misc
    Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route
    Friendly with the Chora: -0.5 distance penalty (-1 if target region has/is adjacent to a Nursery, unit distance losses triggered every 4 effective regions
    Favoured by the Chora: Pay 4 regions to skip to any region with a CCA base for distance penalty purposes, make 1 post-roll Seek Aid a round

    Last edited by Volthawk; 2022-11-06 at 05:54 AM.

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