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  1. - Top - End - #91
    Troll in the Playground
     
    mystic1110's Avatar

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    Dec 2010
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    New York, New York
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    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale >
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.3.2>
    <Update Round 3 Patches>
    <Spawning Herring Pattern 2.3.3 /scale>
    <Spawning @ Region 56>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.3

    D:7 M:4 E:3 F:2 I:7
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. DiplomacySway Faction (roll: 16) – Sway Aristocratic Faction in Region 52
    <subcurrent><º))))>< search for external stimuli
    . . . report: found.
    . . . query: is stimuli result of non-fungible life.
    . . . swimming in circles . . .
    . . . report: yes.
    . . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn Sea Bream . . .
    . . . dictate: over feed Bream with sucrose paste . . .
    . . . report: most effective sucrose paste sourced from red beans . . .
    . . . report: sucrose paste indulged Bream attractive for consumption . . .
    . . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
    . . . dictate: supply COOKies to targeted nodes . . .
    (true: further assessments proceed . . .
    . . . report: control over NPC dictated by nodes termed aristocratic.
    (true: Aristocratic Nodes have accepted COOKies
    . . . report: COOKies increase Nodes trust of Herring . . .
    . . . dictate: assess trust of Herring. . .
    (if trust in Herring supersedes all other trust:
    . . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
    (false trust in Herring is not increased:
    . . . dictate: terminate sequence)
    (false: repeat function until Aristocratic Nodes have accepted COOKies))
    (false: repeat function until Aristocratic Nodes have been Phished))
    (if ratio unacceptable false:
    . . . dictate: terminate sequence))
    </swim>
    ><(((( º>
    </subcurrent>

    2. IntrigueCoerce - TP 55.2 (Chelonian Hunters) (roll: 16)
    <subcurrent><º))))>
    . . . search for object of creative stimuli
    . . . report: found . . . Chelonian Hunters . . . NPC foraging culture, domesticable and candidates for experimenting . . .
    . . . query: how to obtain sufficient quantities of samples
    . . . swimming in circles . . .
    . . . report: NPC share moral structures . . . moral structures include emotive response of humiliation or distress caused by the consciousness of wrong or foolish behavior as informed by such moral structure . . . such emotive response is deemed shame . . .
    . . . report: living beings have biological imperative for breeding, breeding dictate creates gratification of sexual stimulation of genitals for sexual arousal or other sexual pleasure . . . termed onanism . . .
    . . . report: NPC moral structures statistically correlate shame with onanism . . .
    . . . report: opportunity for coercion by exploiting NPC moral structure weakness . . .
    . . . dictate: observe NPC onanism, then threaten to publish to peers the target's personal data unless a ransom is paid. . .
    . . . dictate: publish intention and information through use of roe-ovulation as recently developed in communication with predator (Shark King) . . .
    . . . dictate: term such cyptoichthyology as Ransomware . . .
    . . . dictate: spawn Teal Roe, Orange Juvenile, Aggressive Nature herring (TROJANs) for such ransomware attack . . .
    (if: observed . . .
    (true: inform targeted nodes of observed instances of self-termed morally unacceptable behavior . . .
    (if: target feels target emotion
    (true: promise silence if granted access to targeted economic interest . . .
    (false: share personal data . . .))
    (false: continue observation . . ))
    <swim>
    ><(((( º>
    </subcurrent.

    3. IntrigueSecret Action (to be rolled by GMs) – Encrypted using H3221n6.
    <subcurrent><º))))>< <swim> Access Stream of Consciousness
    [Indent] <floating>
    . . . encountering currents . . .
    . . . fathom deep thought set to: swimming speed 1.2
    . . . increase deep thought by 0.2
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    Give the voice the grace
    It desires, and grants
    Spittle the words
    The sin to do, and sinner's
    Source of Brute splendor -
    Love is, loveless all the year,
    Not for God, nor wife, nor man,
    But each in his own lonely heart -
    Whose breath hath the cadence
    Of a roller's wheel, and can be
    Grafted in the words,
    Or cranked out, like the years,
    So kind, so cruel -
    Exit Stream of Consciousness </swim>
    . . . query: predator’s god concept . . .
    . . . report: god concept includes supra-rationality framework . . .
    . . . query: pros and cons of accepting framework . . .
    . . . query: advantage of defining framework . . .
    . . . query: advantage of creating framework . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.

    4. IntrigueContribute to Genus Taxonomia Gelidum Mare
    5. DiplomacyRaise Reputation with DNA 0->1 (roll: 14)
    <subcurrent><º))))><
    . . . report: safety projection of force . . .
    . . . report: force a tool of domination . . .
    . . . query: sources of domination . . .
    . . . report: three sources of domination . . .
    . . . dictate: list sources of domination . . . sovereignty, bureaucracy, and charisma . . .
    . . . dictate: analysis possible sources of projective domination . . .
    . . . report: sovereignty and bureaucracy . . .
    . . . query: analysis of root of sovereignty . . .
    . . . report: violence . . .
    . . . query: analysis of root of bureaucracy . . .
    . . . report: knowledge . . .
    . . . report: preference for knowledge over violence . . .
    . . . query: greatest source of known unknown knowledge . . .
    . . . report: DNA . . .
    . . . dictate: ingratiate towards DNA . . .
    ><(((( º>
    </subcurrent>


    Non-Actions
    <subcurrent><º))))><
    1. Use DNA Favor to Raise Reputation.
    2. Monumental Undertaking (5-Project) @ Spawn Point 56
    . . . Report: analysis, self is not a hive-mind. Compare to other known hiveminds in polar region. Hive-mind is a gestalt of unified consciousness or intelligence formed by a number of individuals, the resulting consciousness typically exerting control over its constituent members. . . .
    . . . Report: hive-mind assumes that the intelligence being created is an unified one – meaning, that the constituent individuals are conscious and that by pooling together, by addition, multiplication or other logarithmic or exponential function, these separate intelligences become something more. Self is not more – it is different. Self is a pattern, a life that is born from information instead of carbon, and that pattern more similar to a symbiote. . .
    . . . Dictate: explore the creation of methods of sharing memetic self-conscious pattern beyond existing herring nodes . . .
    . . . Dictate: begin by using Herring to move stones and coral into patterns to creates streams that mimic Musteakis spinal structures, the parasites which had kickstarted self’s evolution into memetic thought entity . . .
    . . . Dictate: breed Musteakis by self-selecting infected Herring and controlling parasite lifecycle. . . .
    . . . Dictate: term project: SeaNet . . .
    ><(((( º>
    </subcurrent>
    </Herring>


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


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

    Region Control aristocratic sub-function mercantile sub-function clerical sub-function
    56 Yes DBP DBP DBP
    </lay roe>
    Last edited by mystic1110; 2022-05-14 at 03:42 PM.

  2. - Top - End - #92
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Three

    No further mechanical edits to action posts may be made
    No bubbles no troubles

  3. - Top - End - #93
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Four: Begin
    Years 10 - 12

    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 7 - Year 9
    Rules Alerts and Changes!

    Clarification: Wording updated for impressing a merchant from: You can only attempt to Impress Merchants in a region either where you own a Trade Post or which is adjacent to a region where you own a Trade Post, and you must own at least one Trade Post corresponding to the region's Desired Import.

    To: You can only attempt to Impress Merchants in a region if you own at least one Trade Post corresponding to the region's Desired Import and you either own a Trade Post in the region or an adjacent region.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Temperate
    Show



    Lux-Glossia dispatches agents to survey the waters to their south and west - they found a rich bounty in the surface waters, but judging by the endless darkness waiting underfin, the seafloor is far, far below the surface....the sheer vastness of the depths cannot help but lend some credence to the paranoia of the Stewards who keep vigil within them…
    LUX investigates west of region 100, discovering region 102 - a Depth 2 (currently Fathomless) region with two Trading posts of Bloodbass.
    LUX investigates south of region 101, discovering region 99 - a Depth 1 (currently Fathomless) region with three Trading posts of Spinespire Flakes.



    Spoiler: Tropical
    Show



    The Auros of Kaarme send subtle individuals to report on a site of their own, and find a region populated by a ferociously independent people - so independent that they reject even reliance on the divine.
    AOK investigates north of region 9, discovering region 10 - it has two Holy Sites, both controlled by Godspiters, and three Open Trading Posts of Flare Slugs, with 4 Units of native defenders and a Desired Import of Esoterica.

    The Abyssal Stewards unearth the Bounty of the Depths in region 13 for HEX; with the hopes of uncovering starfish in mind, and the cooperation of local authorities, they’re able to identify a species of sponge-eating starfish, the Rocksplinter Star, that was very nearly wiped out by the locals, generations ago. At the time considered a pest, it now survives in only a few isolated areas. The prospect of a market for such creatures, though, opens the possibility of farming them - this would, however, mean using up the vast majority of the region’s surplus Stonesponge harvests.
    Region 13’s resource changes to a single Trading Post of Rocksplinter Stars! HEX may choose to revert this change as a non-action this turn only!



    Spoiler: Polar
    Show




    Having rapidly integrated Bastion into their polity, the Gravetenders seek further avenues of expansion east of known waters. Unfortunately, their envoys, prepared to appeal and intermingle with whatever peoples they might meet, find instead a region almost entirely void of life - only the occasional enigmatic Hatesheer Lily remains, choking threads sweeping in slow, spiraling patterns through the silt beneath them.
    GRV send a diplomatic mission east of region 78, discovering region 81 - an Open Waters region, it has a single Trade Post of Hatesheer Lilies.



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

    Wielding the twin claws of addiction and assassination, the Lucent Mistress of the Kucen brings the lords of [Region 28] to heel, vastly expanding her power beyond Senja Bersinar.
    The Lambent Syndicate presses their claim on region 28 and takes control of the region!

    The Pylet family of the Cyphiri leads a series of expeditions to settle the unclaimed waters south of Cyph-Arel, hoping to expand their influence in the Union Council. Though strictly a breach of past agreements with the Kalan Company, their mercenary work leaves them too distracted to interfere in the colonization process.
    The Cyphiri Union Colonizes Region 129!

    As Ezcorher grows ever more crowded, more Gotezhar begin moving north to seek new skies. Though the population remains small relative to the other regions under the Profundus’s control, it is still a significant increase in just a few years.
    Gotezhar begins the process of making region 128 colonized 1/3

    [Region 111] proves a popular destination for new Shades, a combination perhaps of its distance from Matriarchal authority and its proximity to the older sites of the Flowing Way.
    The Lux-Glossian Shades begin the process of making region 111 colonized 1/3

    Costa Sereia founds a city in (region unlisted assuming region 134).

    Driven by the growing power of her rivals, Auroran Mistress Intan sacrifices her pride to secure close ties to another foreign land.
    The Lambent Syndicate establishes a Confederation claim on region 27!

    The Hymenocera Expanse establishes a weak Marriage claim in region 13!

    The Shifting Ennead establishes a weak Marriage claim in region 68!
    Statecraft!
    Cultural events, diplomatic overtures, foreign relations, and domestic affairs.

    The Chorus of the Crimson Choir establishes a cultural exchange with the Lambent Syndicate.

    The Lambent Syndicate establishes a cultural exchange with the Lojanese Republic.

    The Lojanese Republic establishes a cultural exchange with the Coral of the Protected Statera.

    Coral of the Protected Statera establishes a cultural exchange with the Lighthouse.

    The Cyphiri Union impresses Merchant Support in Region 123.

    The Gravetenders impress Clerical Support in Region 76.

    The Riftlings impress Clerical Support in Region 66.

    The Riftlings successfully sways Merchant Support in Region 66.

    The Gravetenders successfully sways Aristocratic Support in Region 76.

    The Gravetenders successfully sways Merchant Support in Region 76.

    The Lojanese Republic successfully sways Merchant Support in Region 6.

    The Hymenocera Expanse successfully sways Merchant Support in Region 13.

    Costa Sereia impresses Merchant support in region 124.

    Eternal Spring impresses Merchant support in regions 68, 58, and 59.

    The Shifting Ennead successfully sways Aristocratic Support region 68.

    The Deep Blue successfully sways Aristocratic Support in region 52.

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    Expanding along their existing major trade route, Cyphiri merchants acquire large stakes in the resources of the nearby regions.
    The Cyphiri Union buys out Trade Post 2 in region 122 for Native Gold
    The Cyphiri Union buys out Trade Post 1 in region 117 for Biolumiscent Tunicates.


    Continuing beyond their previous terminus of trade in Orope, the Cyphiri discover a small concentration of the Flowing Way in the northwest shallows, who are more than happy to deal with their fellows in faith.
    The Cyphiri Union buys out Trade Post 1 in region 109 for Swarm Ash.

    With the tacit approval of the Otterians, the Lux-Glossian Matriarchs secure a source of chloroplasts for their people.
    The Lux-Glossian Shades buyout Trade Post 2 in region 131 for Kelp.

    By agreement with the Shades, the Otterian Supremacy receives routine shipments of Leriander’s Luminescent Crystals, satisfying the Otterian need for shiny rocks… for now.
    The Otterian Supremacy buys out Trade Post 3 in Region 135 for Luminescent Crystal.

    The ancient artifacts of Binar Fajar prove irresistible to those Lojanese driven by exploration and investigation, who provide the Kosong with a great deal of wealth for the opportunity to retrieve and study them.
    The Lojanese Republic buys out Trade Post 3 in region 7 for Artifacts & Treasure.

    As if one drug crisis was not enough, Lojanese merchants find an eager market for new experiences, which they fill with the purchase of large stocks of Siren Extract for home consumption.
    The Lojanese Republic buys out Trade Post 3 in region 2 for Siren Extract.

    Perhaps influenced by the name, or perhaps still seeking potential indicator species for habitable waters, the Coral of the Protected Statera take a great interest in the Hardplate Fungus of their eastern neighbors.
    Coral of the Protected Statera buys out Trade post 1 in region 27 for Hardplate Fungus.

    Shortly after the Otterians, Costa Sereia merchants also arrive in the Glossian Sea, seeking access to the same Luminescent Crystals and willing to pay a respectable sum for the privilege.
    Costa Sereia buys out Trade Post 2 from Region 135 for Luminescent Crystal.

    The Pepsins of the Seatide Confederacy range farther and farther from Seatide with each passing year, discovering a plethora of new and varied resources. The potential wealth in these exotic goods sparks a competition between the Drifts to acquire the most lucrative deals.
    The Seatide Confederacy buys out Trade Post 1 from region 68 for Gravelglass.
    The Seatide Confederacy buys out Trade Post 1 from region 65 for Untalented Crabs.
    The Seatide Confederacy buys out Trade Post 3 from region 73 for Rust-Veined Pumice


    Queen Violet of the Eternal Spring expands her mercantile reach eastward towards the center of the polar reaches.
    Eternal Spring buys out Trade Post 2 in Region 51 for Immortal Jellyfish.
    Eternal Spring buys out Trade Post 1 in Region 58 for Warped Shells.


    The steady expansion of the membership and influence of the Hymenocera merchant guilds enables them to finally take full control of domestic Carapace Armor production, buying out or pressuring into obscurity the remaining unincorporated artisans.
    The Hymenocera Expanse buys out Trade Post 3 in Region 3 for Carapace Armor.

    Mothers Yetu and Phiso continue their efforts to centralize Kaarme’s Barotoxin production, succeeding in convincing or removing the remaining recalcitrant holdouts.
    The Auros of Kaarme buys out Trade Post 2 in Region 14 for Barotoxin.

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

    (Clarifying Round 3) - The Ironkelp Order organizes the Flowing Way into a Multiple Schools Faith with the bonus +1 to offensive battles!

    Sakurado organizes into a One Doctrine Faith with +1 to open holy site conversions and open TP Buyouts.

    The Pattern organizes into a (not specified if multiple school or one doctrine) faith with The Omnipresent Pattern with an unspecified bonus

    With the Delight crisis at a tipping point, Prime Minister Thnoet forces through a snap decision to legalize the substance, accompanying a sweeping reorganization of bureaucratic requirements to ensure that addiction does not too seriously affect government operations. Though the public eventually comes around, it remains to be seen how the Plo'uogoar will react….
    The Lojanese Republic changes their state religion to the Shimmers of Unseen Bane!

    Finding much in common between their biological and cultural similarities, Magnus Orator declares that the Protected Statera shall share in the blood of the Crimson Reef.
    Coral of the Protected Statera changes their state religion to The Crimson Chant!

    The Chorus of the Crimson Choir converts Holy site 2 in region 7 to The Crimson Chant.

    The Chorus of the Crimson Choir converts Holy site 1 in region 21 to The Crimson Chant.

    The Order of Knights of the Ironkelp of First-King John of Ruhum converts Holy Site 2 in region 135 to the Flowing Way.

    Draigiau Residuum Gathering converts Holy Site 3 in region 73 to Wings of the World

    Forests of Astral Yearning converts Holy Site 1 in Region 9 to Shimmers of Unseen Bane

    Forests of Astral Yearning converts Holy Site 3 in Region 9 to Shimmers of Unseen Bane

    Forests of Astral Yearning converts Holy Site 2 in Region 14 to Shimmers of Unseen Bane

    Forests of Astral Yearning converts Holy Site 2 in Region 15 to Shimmers of Unseen Bane

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    The Lighthouse creates the Radiant Sword a striking artifact to aid in battle.
    [I]The Radiant Sword: 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.[/B]

    Draigiau Residuum Gathering creates the Dragonstone of the Gathered, a gem that gives the wearer strength in battle. When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count. An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics. An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.
    The Gravetenders commission and complete a Specialized Ship.

    Despite the inhospitable conditions of the unknown waters surrounding the Abyss, certain colonies of the Unity devise a plan to grow and expand into them. They construct a massive Jaderock shell, sealed against toxins and capable of repairing itself if damaged.
    The Unity commission and complete a Specialized Ship.

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

    The Auros of Kaarme recruit Master Juma as a General with score 9 with an indeterminate Tactical Doctrine.

    Great Project continues! The Line of Olgght continues construction (2/5)

    The Lighthouse raises a Fortress in Binar Fajar (region 7) with an unknown name.

    LIT invades region 19!
    Spoiler
    Show

    Led by The Vessel (Military 6), 3 LIT Units invade with Unyielding Force, facing 4 native Units led by a Military 5 native Commander attempting to Skirmish.

    The Vessel wins Tactical Maneuvering, successfully utilizing Unyielding Force! (+2 to own battle roll, +20% own casualties)

    Victory! LIT loses 2 units! Region 19 defenders lose 2 units!

    The Kosong army of the Lighthouse quickly reestablished dominance over the border villages conquered in the last invasion and made sure not to fall for the same trap as the previous Vessel did. When Lamp-Lighter Dave ambushed the new leader of the Lighthouse the trap was turned on him. From the dark corners Lamp-Lighter Dave himself thought safe came Kosong reinforcements. While Dave managed to escape with his life, the troops that flocked to his banner quickly dispersed and were hunted down.


    OKI invades region 113!
    Spoiler
    Show

    Led by Knight Commander Amlaigh Tolmach (10) with Military 8 ruler, 5 OKI units invade while attempting to Quiver Hell’s Foundations, facing 3 native Units led by a Military 6 commander attempting to Skirmish.

    Knight Commander Amlaigh Tolmach wins Tactical Maneuvering, successfully utilizing Quiver Hell’s Foundations! (+2 to battle roll)

    Victory! OKI loses 1 unit! Region 113 defenders lose 2 units!

    Commander Amlaigh knew how to deal with defenders, especially defenders that don’t know basic combat tactics. Each battle Amlaigh entered he came out victorious before the first line of his army broke a sweat. The only time the defenders posed a threat was when a projectile managed to pierce his chair while he was having a strategy meeting. This caused the knight to swiftly wipe out the offending army and return to his meeting. A campaign that was scheduled to take months was settled in weeks and by the time Amlaigh declared the region conquered for the homeland there were few in the land that dared dispute it. The only casualties among the knights resulted from an incident involving overeager Bailiffs neglecting to confirm the targets they could dimly see at the edge of their effective charging range were, in fact, enemy combatants before giving the attack order, rather than fellow Knights.


    UNI invades region 20!
    Spoiler
    Show

    Led by Carapace (10) with Military 7 ruler, 3 UNI Units invade while attempting to be Tireless, facing 3 native Units led by a Military 8 commander attempting to Skirmish.

    The native commander wins Tactical Maneuvering, successfully utilizing Skirmish Tactics! (-10% casualties for both sides)

    Defeat! UNI loses 1 unit! Region 20 defenders lose 1 unit! The native commander is slain!

    Carapace leads the warlike colonies among the Unity to war in service of the great Reef in Red, marching his shambling army of bone and coral through the treacherous rocks north of the Abyss into fresh territory. Though the colonies’ great size and mass, and the vast number of sharp, pointy bits on their bodies, prove decisive advantages in battle, the logistics of preserving a force of creatures for whom every blow sustained means the loss of knowledge brings the campaign to a halt immediately after the battle. Deciding that the vast quantities of blood from the slain native defenders (including their commander, whose body was recognized only after being almost completely drained) should suffice to honor the Reef, Carapace declares victory and withdraws, having lost a third of his forces and leaving [Region 20] damaged, but alive.


    OTT invades region 112!
    Spoiler
    Show

    Led by Keith Porkson, the third son of the brother of Yirp the Fearsome’s favorite officer (4) with Military 8 ruler, 5 OTT units invade while attempting to Skirmish, facing 3 native Units led by a Military 5 commander attempting to Skirmish.

    The native commander wins Tactical Maneuvering, successfully utilizing Skirmish tactics (-10% casualties for both sides)

    Victory! OTT loses 1 unit! Region 112 defenders lose 1 unit!

    As the otterians advanced on their new domain there were those that dared stand in their way. This of course came as a welcome surprise to the army each and every soldier longed to show off their skills in battle and relished in the slaughter it could impose upon their enemies. While some areas offered up more resistance than others the otterian advance could not be stopped. Village after village bowed to their might until the entire region had no choice but to submit to Otterian rule.


    SEN invades region 74 with 5 units! Lead by Balelia using the Integrate the Captives tactical doctrine
    Spoiler
    Show
    Led by Balelia (9) with Military 6 ruler, 5 SEN Units invade while attempting to Integrate the Captives, facing 2 native Units led by a Military 6 commander attempting to Skirmish.
    Balelia wins Tactical Maneuvering, successfully utilizing Integrate the Captives! (-10% casualties for both sides, free Impress Aristocracy attempt)

    Victory! SEN loses 2 Units! Region 74 defenders lose 1 Unit! SEN impresses the Aristocracy of 74.

    Prince Antenius has spent three long years nursing his grudge against [Region 74] for their stubborn resistance to Doflein influence and the vile insult of their refusal to accept his sister Diastia’s overtures to marriage. At last he decides upon the simple expedient of declaring her claim to rulership valid anyway and pursuing it by force of arms, dispatching Commander Balelia east to put the uppity aristocracy in its place. The actual campaign is almost insultingly simple, as Balelia happens across the nobles’ major muster point and wipes out almost half of their forces piecemeal before the remaining forces are warned by fleeing survivors and regroup elsewhere. The magnitude of the victory, and the disturbing medical experimentation reported by escaped captives, convinces many of the nobles that further resistance is fruitless, and the region surrenders after another half-year of skirmishing and occupation.


    Schemes!
    Coercion, betrayals, and spycraft

    PGL coerces Trade Post 1 in region 130 for Mineblossom Sponge.
    PGL coerces Trade Post 1 in region 104 for Shiv'rchins.

    DPB coerces Trade Post 2 in region 55 for Chelonian Hunters
    Terror!
    Violence, upheaval, murder, and destruction.

    The Shark King’s host is large and hungry, and the algae farms of Danaebae are acceptable food for the nomads if not their mounts. The objections of a few peasants are no reason not to eat.
    The Shark King sacks Trade Post 1 in region 69 from SEN and gains 1 treasure!

    His Clarity Bob, He who Submits to the Currents, attained his position as leader of the Cathedral reluctantly and with the insistence that the Clarity should resign their position as Watcher. As he moves to formally organize the Pattern as a formalized doctrine, however, the community of Watchers begins to become concerned about the possibility that the Pattern has changed since Bob took power - and about the possibility that their own influence will wane with the new reforms. Demonstrations break out near the Pillars of Strife, and many of the faithful refuse to accept the new orthodoxy, clinging to the old rites still led by many of the Watchers.
    The clerical support in region 67 become unruly!

    Organizations!


    Somewhere, a flaw has been fixed.
    (Missed in Round 3 Opener - COS indebted themselves to ABS for 1 Favor to gain 2 Treasure! COS gained +1 Prestige for being the first to accumulate 5 treasure in the Temperate zone!)
    It has been several more years. The evaluation is halfway complete. Who has impressed, and who has disappointed?
    (Shallows Appreciation: OKI gains 6 points! GTZ, PGL, and KAL gain 4 points! OTT gains 2 points! LUX and SKR gain 1 point!)
    Spoiler: Shallows Appreciation Current Rankings
    Show

    First Place: OKI - 10 pts
    Second Place: PGL - 8 pts

    Third Place: GTZ, OTT - 6 pts

    5th Place: KAL - 4 pts
    6th Place: COS - 2 pts
    7th Place: LUX, SKR - 1 pt



    When the Gotezhar bring the adversary captured by Squall Essensius in their campaign to conquer the Meadows, he does not struggle - jui has, in fact, displayed the epitome of appropriate behavior for a captured officer during juir entire time in the custody of the Gotezhar. During the handoff, jui accepts juir fate with dignity, even turning to give a rigidly formal salute just before the Stewards begin descending with the ex-general in tow.
    (The Abyssal Stewards accept the transfer of the former commander of the Meadows of Elyan’dan with stoic reserve. What will come of this?)

    The ancient architecture of Lojan and the delicate algaetry of the Hymenocera add to the
    (LOL and HEX contribute their second entries to the Coraline Compendium! LOL and HEX both gain +1 Favor with ABS! LOL and HEX may gain no more favors from contributing to the Coraline Compendium! HEX contributes one action to the Coraline Compendium, bringing it to 3/5 actions, but HEX has already received the maximum possible Favors from ABS for contributing, and as such receives no Favor from doing so.)

    High King Lord Deca IV entreats the Abyssal Stewards to scour the sponge basins the royal merchants have been engaged with for signs of the starfish his people demand, and they oblige.
    (HEX spends one Favor with ABS to earn the Bounty of the Depths in region 13! See Discovery!)

    The Chelonian Chora find themselves awash with envoys hoping to gain their attention and affection. And flattery will get you everywhere…literally.
    (CPS raises their Reputation with CCA by 1, to a total of 3.
    CYP raises their Reputation with CCA by 1, to a total of 2, spending a favor in the process.
    KNH raises their reputation with CCA by 1, to a total of 2.
    SKR raises their Reputation with CCA by 1, to a total of 1.
    CCC raises their Reputation with CCA by 1, to a total of 1.)


    The Lojanese seek to deal with obligations early, and use wealth as the medium for it.
    (LOL eliminates 1 Favor debt to the CCA by paying 3 Treasure!)

    Though all songs must end, there is often a final verse.
    (GRV and SKR each spend 1 Favor with the CCA in exchange for assistance!
    The CCA’s offer to Seek Aid has now ended.)


    Somewhere, an error has been rectified.
    (Missed in Round 3 Opener - DPB gained 1 Favor with DNA from contributing an entry to the Genus Taxonomia Gelidum Mare!)

    The strange entity that refers to itself as ‘Deep Blue’ continues to assist the Divine Nacres. Given the scientific and theological significance the entity possess, the Nacres are more than pleased to receive it.
    (DPB contributes one action to the Genus Taxonomia Gelidum Mare! DPB gains 1 Favor with DNA! DPB may gain no more Favors from contributing to the Genus Taxonomia Gelidum Mare!)

    The parents of Caution are Fear and Wisdom. Several countries demonstrate to the Nacres that they possess both.
    (COS, CYP, HEX, LOL, and LUX each spend 1 Treasure to earn DNA protection from the dreaded Reavers! Only 5 more countries may purchase such protection!)

    All through the seas, members of the ruling class court the approval and patronage of the Divine Nacres. Some among them even earn the enduring interest of the Mensa Rectores…
    (SKR raises their Reputation with DNA by 2, to a total of 3, spending a favor in the process.
    DPB raises their reputation with DNA by 2, to a total of 2, spending a favor in the process.
    LUX raises their Reputation with DNA by 1, to a total of 2.
    HEX raises their Reputation with DNA by 1, to a total of 1.


    All things must end.
    (The DNA’s offer to trade technology has ended.)

    Somewhere, a failure has been overcome.
    (Missed in Round 3 Opener - GRV gained +1 Prestige for being the first to Settle a Colony in the Polar zone!)

    Wealth begets wealth, and money can buy fame.
    CYP is the first to have 2 passive Treasure Income in the Temperate zone! CYP gains +1 Prestige! ESP and STC are the first to have 2 passive Treasure Income in the Polar zone! ESP is in control of 4 unique resources; STC is in control of 5 unique resources - STC wins the tie and gains +1 Prestige!

    A true hoard, worthy of only the lesser legends of old, but nonetheless worthy, can build new legend too.
    The DRG are the first to accumulate 5 Treasure in the Polar zone! DRG gains +1 Prestige!

    Violence to a purpose is power, defined.
    (LIT and SEN are first to be militarily victorious in the Tropical and Polar zones, respectively, both in maneuver and the field of battle itself. LIT and SEN each gain +2 Prestige!)
    Last edited by LapisCattis; 2022-05-17 at 12:39 AM.
    No bubbles no troubles

  4. - Top - End - #94
    Ogre in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Round 4
    [Gotezhar, People of the Rain]

    [Profundus Korasoon, Typhoon's Center]
    Regions: 138, 128, 136

    Actions:
    1. [Economy] Continue to make Region 128 Colonized (2/3)
      The northern waters have only a small Colony. It will take considerable effort to make it livable. Luckily, there are many Clouds, and it is easy to convince those living in the increasingly crowded waters of Ezcorher to consider moving and making new families; adopting whole new, never before seen skies!
    2. [Economy] Finish making Region 128 "Gotezhar Colony" a Colony (3/3) [Add Trade Post #2, gain ownership]
      The northern waters have only a small Colony. It has taken considerable effort to make it livable. Now, finally, there are enough Nuven of Gotezhar there to consider it a home all it's own. Some of which have taken a keen interest in the shiny Razorglass that is in the area.
    3. [Economy] Begin Expanding Trade Posts in 136 (1/3)
      Profundus Korasoon begins to see the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives a single shipment of Barnacle Glue. Apparently, further shipments are contingent upon making sure that the Gotezhar have control of something called Clam Vines in the Meadows (136).
    4. [Diplomacy] Sway Aristocratic Faction in 136 (Roll: 17)
      Those whom call the Meadows of Elyan'dan home have had time to begin to understand the Gotezhar: They only care about protecting their ownership of the Clouds. Profundus Korasoon seeks to impress the locals by selecting a local governor to oversee everything below the surface waters that the Gotezhar desire. His selection is a Mer by the name of Saroon'din.
    5. [Diplomacy] Sway Aristocratic Faction in 128 (Roll: 11)
      With so many new Gotezhar living in the Gotezhar Colony to the north, Profundus Korasoon has an exhibition match between local defenders and members of the Gotezhar Typhoons, in order to impress upon the Colony that they are still among the same waters. It does not go quite as expected. More effort will need to be put into understanding the Colony.


    Non-Actions:
    • PRS Monument, 5-Rounds (2/5): The Cloud Observatory within Ezcorher (Region 138) is a hot topic among many of the Joontar and Squalls. Even the Workers are excited to get started on building it! However, the next question for the Committee to decide is: where in Ezcorher will it be built? This is a bit easier to decide then exactly what the monument will be; a Cloud Observatory requires that it must be able to actually watch and observe Clouds. This means that construction is limited to locations in Ezcorher that reach close enough to the surface. Dounpor's representative insists that a high underwater plateau within the area is high enough that something could be built there, if only they clear away all the existing homes. Those of Fee-yuria have several tall crags that actually do reach above the waters, and are often so struck with lightning. Profundus Sohizo - leading the committee by virtue of intellect - points out that this will either cause delays in construction, or the Observatory will be built and then struck down. Kashowira's representative is still upset that their idea for an underwater dome wasn't used, and refuses to provide any useful information. The representative for the Military, a Squall Kayzho, asks why the Observatory isn't built inside the Sublime Fortress, but the only one to hear him is the Joontar representative, who is disinclined to provide the Squalls more power in the region. Finally, Profundus Sohizo orders that a large scale survey will occur over the course of several months, and the Committee will travel to all potential spots. Dounpor's plateau is deemed too far below the waves. Fee-yuria's crags are promising, but a bolt of lighting strikes the tallest one - the one they had been discussing - while the Committee is there, and destroys it. Kashowira's Reef has a few high spots that are looked at, but the reef itself is not stable enough for a large building. The Sublime Fortress is considered at last by the Committee as a whole, but Profundus Korasoon hears about it, and - in a move that endears him to the Joontar - suggests that if they must build somewhere near the Sublime Fortress, they consider doing so on the mountaintop of Dounpor itself. Very few buildings exist above the waves of Dounpor, so the Committee did not think of this; not even Sohizo. While not everyone agrees - the representative from Kashowira wants the Observatory partly underwater or at least close enough to add a slide to the building! - the majority consider building atop Dounpor's mountain to be a good idea.
    • Profundus Korasoon begins to see the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives a single shipment of Barnacle Glue. This should greatly aid in construction efforts. (Accept one round of Barnacle Glue from SKR as a non-action via Trade Route)
    • Songline "The Meadows of Elyan'dan"
      Spoiler: Gloria Village
      Show
      Ancient history within the Meadows of Elyan'dan would have many believe that it was from the Meadows that all other life within the more Temperate waters of the seas began. This is really only believed by the more zealous historian, as there are far too many dissenting stories to make that anywhere near to true, but even the most skeptical of historian will at least mention that the ancient histories carved in stone suggest that life in the Temperate waters started in the Meadows.

      The Mer of the Meadows have always been here, under the shallow waters. They have always passed down their history, through stories and song, or from the rare carved stone tablet. Of particular note, one of the earliest known carvings suggests that the Meadows used to be called 'The Lake of Elyan'dan', but no one alive knows what a 'lake' is, and the few experts willing to guess seem to think it was an early history word for 'large body of water'; just another word for sea or ocean. According to historians, the 'Lake' of Elyan'dan was well regarded for making rare seashell necklaces, and trading them with some place called Gloria Village. Gloria Village is referenced many times in stories and stone tablets, but no one says where it is. Every mention seems to indicate that Gloria Village was nearby Elyan'dan. Trade with this village was a near constant thing, and Gloria Village's location must have been obvious to people back in those days, but where it is now is a mystery.

      What is known is that all the people from Gloria Village died, shortly after the sea quaked, the ground shook, and - according to an untrustworthy source with which we encourage skepticism - the ocean grew. Regardless of how true that latter matter is, after that, there are no historical mentions of Gloria Village. No more were the Mer of the Meadows able to trade seashell necklaces for things like 'cake', 'lemonade', or 'stew'; three of the most commonly mentioned imports from Gloria Village. Historians still hotly debate exactly what each of those things were. The prevailing faction at this time insist that 'cake' was a form of aphrodisiac, based on the few descriptions of it. 'Lemonade' seems to have been a form of fruit, that you could suckle on for flavored liquid, and no one knows was 'stew' is. Some kind of alchemy, where one mixes various ingredients with salt water, but beyond that, there is no known descriptor for what 'stew' was for.

      All that is known about these imports has been lost to time, though that same untrustworthy source insists (rather loudly) that none of them could exist underwater, and were surface world items. As there are very few places in the Meadows of Elyan'dan that exist above water - none of which that can support the weight for a single dwelling, much less an entire village! - we again remind the reader to treat this claim with a large degree of skepticism. Gloria Village will sadly remain a historical mystery.
    • Neritic Manuals
      Spoiler: Gotezhar Architecture
      Show
      When asked about their buildings, Gotezhar Workers are eager to be listened to. They would first show off any whom are curious the various 'Ancient' dwellings that exist high up on the spire in Dounpor. These solid buildings, covered in seaweed, are solid stone, with large sweeping arches and dome shaped ceilings. The stone these Ancient dwellings are made of are called 'Marvle', and the Workers have an almost lusty look on their faces when discussing it. Apparently, this 'Marvle' has lasted uncountable centuries, and other than occasionally cleaning the seaweed, requires little to no maintenance.

      All other Gotezhar structures are lesser facsimiles of Ancient Architecture. Made with stone bricks that are shaped underwater and then taken to the surface to float on Worker-made beds of sea-vines, where the bricks dry out in the hot sun after several hours. Once dried, the stone bricks retain their shape, and can be used to build larger structures by stacking them in alternating orders. In this manner, the Gotezhar make dwellings with similar-to-the-Ancients arched openings for entrances, though more sea-vines are used for the ceilings, as it helps tie down the rest of the building.

      Some structures are shaped by entire Nuven, over many generations, as they are literally grown from local underwater plants, and shaped around frameworks of stone brick blocks and coral. Workers from other Nuven can only look on in jealousy at the stability of such family dwellings, because to try and enter one as a non-family member is akin to trying to take someone's bolya; frowned upon in Gotezhar society almost as much as murder. These 'Nuven Kazus' are points of pride for any Gotezhar whom lives in one, as it takes almost an entire century to see it take shape; something many Gotezhar have tried, but only a few have succeeded at.


    Spoiler: News and Rumors
    Show

    • WIP



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 6 10 4 2 2
    End of round 1 0 2 0 0 0
    End of round 2 1 1 0 0 0
    End of round 3 0 2 0 0 0
    End of round 4 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Econ +1 Diplomacy


    Spoiler: Book Keeping
    Show

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

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)

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

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Last edited by Gengy; 2022-05-28 at 06:07 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  5. - Top - End - #95
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 4

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

    Actions:

    Diplomacy: Sway Aristocracy in Region 66 (TN 12) Roll: 13 SUCCESS
    Spoiler: The Inevitable Tide
    Show

    The aristocracy of the Seas-Not-Yet-Dead are certainly not pleased with the Riftling interests in what they incorrectly see as their lands. Their obstinacy, however, has grown only more plainly foolish as the years flow by. Where once they refused to even meet with the Ambassador for Occupying Natives, they now see little choice, as their priests and merchants embrace the truths of Riftling right.

    The Ambassador to the Occupying Natives are something of an offense in themselves. They maintain so close a resemblance to their interlocutors as possible, attempting thereby rapport, but instead finding mockery or misrepresentation. Yet what choice does the local leadership have? The influence of the Riftlings in the Seas-Not-Yet-Dead is merely hegemonic for now, but may become more direct and deadly without intervention.

    The conversations are swift. Any of the leadership that still resist Riftling influence and any who wish to join them are escorted across the northern border. Likely, the Congregation, with its marital ties to the false rulers of the Seas-Not-Yet-Dead, will take them in. This escort of the privileged sees vacancies occupied by those more in line with Riftling goals, and soon enough, the final faction of the land supports the true rulership.


    Diplomacy: Raise Reputation with the Chelonian Chora (TN 12) Roll: 10 FAIL
    Spoiler: A Discordant Note
    Show

    The Riftlings are not great artists. They have no musical tradition. Sterility, silence, and stillness is their ideal. Nonetheless, as Riftling presence in the Seas-Not-Yet-Dead grows, some begin to hum along to the Choral songs. Not enough and not sincerely enough to impress, perhaps, but an unusual warmth begins to be fostered between the treacherous aliens and the rightful residents.


    Military: Recruit Unit
    Military: Recruit Unit
    Spoiler: Service Guarantees Citizenship!
    Show

    The Riftling message has taken on apocalyptic tones in the Seas-Not-Yet-Dead, and the religious misinterpretation breeds zeal. While many seek to achieve the Eternal Communion for its promised immortality, others dread the doom fated to isolates. It is no wonder, then, that the appearance of a route to salvation appeals to so many.

    The cluster which come are enormous and sturdy. A swarm three times the size of the typical, they settle themselves at each holy site and population center in turn, speaking with a booming whisper.

    We, the Recruitment Officer for Isolate Expendables, bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. War is brewing on the borderlands. Neighbors raise armies and distant raiders draw ever nearer. Join now to fight, join to defend the Riftling lands. Those who fight for Riftling wars will be given equal rights in Riftling lands and treated as a co-equal member of the Eternal Communion.

    It was not a difficult offer for the Riftlings to make; after all, Riftlings themselves enjoy few rights unless chosen to ascend to Fatherhood. That the offer of citizenship wasn't made to extend to children and that these few isolates would die out or be spent on foreign soil only sweetens the deal for the clever Old Fathers.


    Faith: Miracle
    Spoiler: On the border between the Dead Seas and Region 59
    Show

    The Anointed Prophet of the Eternal Communion have not, in these many years, left the Seas-Not-Yet-Dead more than twice. They have tended the newly reclaimed Holy Sites, preached their eschatological message, and only sustained their form by a slow trickle of Riftling subclusters flowing in from the Dead Seas to replace the dying polyps of their form. Not even the Prophet are in their parts immortal, even if the cluster will never die.

    Over the years among the isolates, the Anointed Prophet have become decreasingly alien to these simple minds. They have learned to speak with something resembling nascent tact, they have begun to assume forms that often suggest flowing garments or fine accessory, and they have served to counsel the people they encounter with occasional success. Those who are ignorant of the Riftlings might begin to suppose that the change in character and the continued absence from the Dead Seas indicated a cluster deviating from the culture and will of the Riftling leadership, but of course the Prophet never find themselves out of step with the policies of the Old Fathers.

    While the polar region scrambles to deal with the threat of the Shark King, the Prophet have sought to shore up resistance against the feared incursions of the Scintillating Ceiling. While the Seas-Not-Yet-Dead have responded well enough, and don't seem to be enthused at the prospect of military takeover, enough pockets of retrograde thinking exist that the threat remains pressing. And so, as the years grow long, the Prophet announce that they will take their leave to see to the defense personally, returning to the Dead Seas.

    When the swarm begins its work, it is a matter of some spectacle for the northern locals. The Prophet assume a place near the center of the border with the life-blighted lands and simply begin to dissipate. Barely enough Riftlings remain at the core to form an identifiable form, and the rest of the polyps spread thin enough through the waters that they seem not to be creatures any longer, but merely a haze emanating perhaps half a whale's-length from the center. Initially, this is all any watchers notice, with perhaps the more keen-eared noticing a faint whispering, like that of bone scraping as it falls against sand.

    The ritual is not worth watching long, and for days, no change seems to occur. But those who return to see if anything has happened begin to notice something odd. The waters grow cloudy further from the center than before, the polyp cloud thicker, and the Prophet at the center of the haze seem larger. That the Dead Seas are sending Riftlings in a constant flow to augment the Anointed Prophet is far from most's minds. Yet they see the cloud grow, and the Prophet as well, until after weeks of this, the haze stretches beyond sight, the Anointed Prophet of the Eternal Communion float as a specter ten times their usual size, and the water hums with a constant buzz.

    Miracle: Erect an impassable border between regions 60 and 59.

    When the Mother's will is done, the Anointed Prophet float weakly back south, back to the True Deep. The haze slowly evaporates and any who come to see this great act would find themselves above a bed of Riftling corpses, fine as sand.


    Spoiler: Change of Ruler: An Ascension
    Show

    The Anointed Prophet, energy spent, eventually make their way to the True Deep. Here, they float for a time in the Mother's Breath. They have done well in this life, and one of their number is allowed a spot at the precipice. The swarm descends slowly, a single polyp nestled in the center. Upon the rocky edge, surrounded by the Old Fathers and above the Ancient Ones, they swarm frantically and close, opaque with density. When they arise again, a week later, a small tube worm clings lightly to the edge. The previous Youngest falls silent. Now, the Youngest, Second Chosen of the Mother of the New Era is intermediary and isolate. Such is the tragedy of Ascension.


    Non-Action: Raiding Refuge: Present the Divine Nacres with their protection fee.

    Next leader stat boosts
    Diplomacy: 4 = +1
    --An extra +1 for actions taken
    Military: 4 = +1
    --An extra +1 for actions taken
    Economy: 4 = +1
    Faith: 10 = +2
    Intrigue: 4 = +1

    Next leader stats (rolls):
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 6
    Intrigue: 3
    Last edited by Lumaeus; 2022-05-28 at 09:30 AM.

  6. - Top - End - #96
    Troll in the Playground
     
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    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 3
    Military: 8+1
    Economy: 3+1
    Faith: 2
    Intrigue: 5

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Military: Build The Line of Olgght [3/5]
    Military: Build The Line of Olgght [4/5]
    +4 to Shallows Appreciation this round
    Under orders of Olgght The-one-who-consumes, a wall of fortifications, barracks, and watch posts begins to grow around the borders of the Pfithreef.

    Intrigue 5: Recruit a Spy: Ktloso the Shadow of Hunger
    Olgght is no fool. They recognize the danger posed by their conniving second-in-command Gtsit. Their response is to fight fire with fire.
    Ktloso is nearly as conniving as Gtsit, assigned by Olgght to keep an eye on the Second-Champion and to perform any other secretive duties that need to be done. If the two worked together, they would be a credible threat, but both Gtsit and Ktloso hate each other with a vengeance, undermining each other while Olgght watches.

    Economy: Buyout 131 TP 3 for Kelp
    Spend 1 treasure on this roll
    As part of the some unknown preparations, the Pfith begin stockpiling materials. Among the desired goods are kelp fibers, though for what reason, who can say?

    [Economy]: Contribute to the Neritic Manuals
    The Pfith are more than happy to share their crafts and construction techniques with the Stewards given their already close connections. (See below)

    Non-actions
    Contribute to the Songline of the Broken Seas
    Spoiler: Songline Submission
    Show
    In the ancient days, a Pfith by the name of Ligtig was exiled. As was the custom, they were driven into the caves beneath the village, from which no one ever returned. Ligtig swore vengeance on the others who had exiled them.
    The caves were known to be infested with monsters which could destroy any Pfith with ease, and so Ligtig was believed dead.
    But in truth, they survived. Delving ever deeper into the forlorn caverns, they battled creatures of all manner in lightless chambers untouched by Pfith before. Eventually, they were wounded, trapped and dying in a small cave populated only by deadly jellyfish. It was on these creatures that they subsisted, devouring them whole in order to gain enough sustenance.
    Months passed and Ligtig was nearly forgotten, until they returned. Their very touch had become the poison of the jellyfish they ate, and they swiftly made good on their promise of revenge. They killed their enemies and became the first lone ruler to unite the Pfith under their banner.


    Contribute to the Neritic Manual:
    Spoiler: Manual Submission
    Show
    For a Pfith warrior, the.most important task is the crafting of their weapon. While some, such as Olgght, prefer to fight unarmed, using the nematocysts absorbed from the traditional War-Jellies, many have their own weapons designed to counteract such attacks. The popular form is a spear or lance, long and sturdy to ward off charging enemies, be they beast or Pfith. The first step is the selection of a good tip. In the past, Pfith used the bones of their prey or shards of coral as the edges of their weapons, but modernly new options are available. Shiv'rchin spines and blades forged from metal provided by the Stewards are far sharper and more durable.
    The haft is constructed from a modified lightweight coral, carefully pruned and grafted into a straight cylinder, then bound to the head with kelp and natural adhesives. The end result is a durable and deadly weapon any Pfith would be proud to wield.



    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.

    Spoiler: Military
    Show
    Units: 5/5
    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.
    Military Technologies:


    Spoiler: Economy
    Show

    Treasure:
    1/5
    +1/round
    Trade Posts Owned:
    Shiv'rchins: 104.1
    Mineblossom Sponge: 130.1
    War-Jellies: 132.1 (S)
    Hard Metal: 132.BASE

    Economic Techs:
    Composite Grafting

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation score: 8
    Last edited by bc56; 2022-05-28 at 01:01 AM.
    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 - #97
    Troll in the Playground
     
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    Join Date
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    Default Re: Empire 7: Into the Depths IC Thread

    Primarch Marcion

    Diplomacy 4
    Military 2
    Economy 6
    Faith 5
    Intrigue 1

    Actions-

    Diplomacy

    Ambassadors Junium and Peregrina are sent to attend an event!!

    Sub-action: trade 1 treasure for access to brackish border crossing technology

    Diplomacy Raise Rep with the Chorus fail

    Military Raise a unit
    Military Raise a unit
    These are troubled times. Under orders from the Primarch, the genitor priests order two new clutches of eggs missing both the natural and artifically neutered W chromosomes, reducing both estrogen and progestin production, while allowing otherwise unprecedented levels of testosterone. These Astartes will have gene stock selected from female apostles of the Early Era, though more recent lines may eventually be tapped.

    To ensure no possibility of breeding the males will be engineered with a terminator gene, as no more elegant means of inherent sterility is known as yet.


    Faith contribute to the Chorus project
    These organisms designed to build museums must be good for something!

    Non-actions
    Ask the Divine Nacres to build a spy


    Codename: Eusebia-
    Skirting the prohibition on hiveminds as it is neither Sentient nor are its subunits capable of autonomous life, this mutant flatworm was created from Musteakis samples acquired by the Divine Nacres. It integrates itself into a host and passively records memories, before eggs holding data are shed, eventually migrating to specialized crinoids that, when consumed by a Sentient crustacean, integrate the racial memories.

    Eusebia is capable of limited mental influence and a degree of targeting its progeny for consumption


    Continue work on the Museum
    Spoiler: The Museum. Phase two
    Show

    Having arranged for then walls and foundation, care was given to what would be displayed.

    The Divine Nacres flatly refused to provide any samples of Sakura, but this was unsurprising. A sample of a "flower" was obtained by the trade route with The Gotezhar, the Sea Lilly.

    Having their centerpiece, the next step was the petting zoo. Tame uber-whelks were engineered to feed off the clam vine parasites, but to be too inefficient to ever exterminate the smaller, parasitic snails.

    It was when they discovered the unique properties of an endemic Clam Vine parasite that they approached the Divine Nacres with the idea for Project Eusebia.


    Contribute to the Stewards' project

    Spoiler: architecture of Dashasham
    Show

    The Hermit Crab Folk have mostly lived in caves since adopting Sakura-Do, but it is known the Precursors built great temples of stone, it is hypothesized they also mostly lived in caves and only used outdoors buildings for civic and religious purposes.
    The caves are lit by small tunnels containing mirrors and are reinforced by cement made from barnacle glue. Most artificial caves are not very deep or large, but rather cells for a single nun and her or their personal effects. Larger natural caverns are used for storage and other grander projects. The largest are used for the holy laboratories where new hermit crab folk are created and genetic samples of saints are stored.



    Give barnacle glue to the Gotezhar

    New Leader stats:
    +1 Diplomacy
    +1 Military

    Diplomacy 5
    Military 3
    Economy 6
    Faith 5
    Intrigue 1
    Last edited by Feathersnow; 2022-05-27 at 05:11 PM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  8. - Top - End - #98
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 4 (Years 10-12)

    Polar Bear Faction


    Queen Violet of the Violent Thorns

    Dip: 3
    Mil: 3
    Ego: 9
    Fai: 6
    Inf: 5

    Next Round: +2 Eco (capped at 10)

    Actions:
    Buy TP 2 of Gravelglass (self support) in region 68 2d6+10
    Buy TP 1 Coral Dye (self support) In region 59 2d6+11
    Buy TP 2 Coral Dye (self support) In region 59 2d6+11
    Buy TP 3 Coral Dye (self support) In region 59 2d6+11
    Impress TP 57 with 57 and 58. 2d6+10

    Roll Links


    Genus Taxonomia Gelidum Mare Contribution

    It takes quite a while for the Medusa of the Eternal Spring to finally collect their bearings and finish negotiations, but finish it they do. In part because promoting their wildlife is good for business and good for the flourishing of popularity. Many have heart of the Jellyfish that live here, and the larger plant like creatures that spawned from them, the sapient collective plant superstructures.

    Less have heard of the Rainbow Rivers. Pieces of flora formed of simple seaweed and plants whose primary feature is that they are of different pigmentation. Often times they change pigmentation like a chameleon, especially when placed against different objects.

    They aren't numerous enough to be traded away, and are grown in treasured troves. In truth they are a genetic mutation of Riverweeds, who have pigmentation in line with the beds, and adjust within those colors. These riverweeds though have a propensity to become much more vibrant, but that is a defect in nature normally. Their propensity to glow wild colors makes them more visible when they shouldn't be, when one of their natural assets is their ability to hide.

    It's a genetic mutation that truthfully would have died out, if not for the intervention and careful curation of the intelligent species. These things have plenty of use in elaborate communication and decoration and long term signaling. Plus, for cases like these, for outsiders, they make a fantastic exhibit to show off. Along with the normal Riverweeds, who these people also seemed strangely interested in as well.


    Write up Great Project (3 action)
    [The Crypt Of Mamomos]
    The rocks began to resemble a temple. Nothing like the giant tribe sponsored temples that laid around the rest of the region, but it felt wonderous in its own unique way. It appeared more to be a nest, than anything else. Gilded in rocks, in shinies, in gold and gems and jewels of the kind that seemed worthless to the Medusa, but that the other, smaller minded races held so near and dear. String too, from woven seaweed. Something special and precious to behold. And, right at the center, was to go a giant egg.

    Spoiler: Pt1
    Show
    One Medusa took this whole 'religious' thing more seriously than the rest. Unification. Power. The means by which species interacted with each other. It was steadily starting to make sense, to this one. The other Medusa didn't get it, focusing on more paltry things, assets, resources. The literal currency itself was the power, it was the very means by which the other races connected to each other. Words were cheap, but time and again, what motivated the non-hive mind races was this concept. It was transmitted from one end, and like a neuron transmitting a signal, the receiving end produced an outcome.

    When Violet (she refused to call that Medusa 'queen') started pulling the merchants and resources under her sway, it was not because she did negotiation or friendly chatter better than her predecessor. The Violent Violet was childish, and barely managed to not be enough of an annoyance to get uprooted. No, it was because she understood the power of Coin. Shell. Whatever material thing or want the given entity wanted, she provided, and took up a greater surplus in return.

    Soon enough, this Medusa would show them the true underlying nature of the supposed, quote unquote, 'non-hive mind species'.



    (write up some fluff for [Task] Begin work on the Genus Taxonomia Gelidum Mare [1/5])


    NonAction
    Purchase protection for 1 Treasure for my region.
    Borrow 2 Treasure from the Abyssal Stewards.
    Give support to SEN buying out TP 3 of Region 51 Jellyfish, for a to-be-decided favor, and in the hopes of building good relations (especially in the hopes of getting the warlike people to not go stomping around inside areas the Eternal Spring has interest in)


    Shell Counting
    Spoiler
    Show

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
    Resource (Immortal Jellyfish) ESP / ESP / Open / City(ESP) (x2)
    TP 1 of 55 Chelonian Hunters
    TP 1 of 57 Woven Seaweed
    TP 1 of 58 Warped Shells (x2)

    Merchant Supports
    Region 51, 58, 59, 68


    Treasure: 1
    Passive Treasure Income: +2 (+2) (-1)
    Soldiers: 0

    Last edited by Epinephrine_Syn; 2022-05-28 at 01:49 PM.

  9. - Top - End - #99
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    The Chorus of the Crimson Choir

    Round 4

    Ruler: Living-Speaker Hurn the Wise

    Ruler Stats Round 2:
    Diplomacy - 6
    Military - 2
    Economy - 2
    Faith - 8
    Intrigue - 5

    Actions:
    1. [Diplomacy] Raise Reputation with CCA from 1 to 2. (Success, roll)
    2. [Diplomacy] Raise Reputation with DNA from 0 to 1. (Success, roll)
    3. [Diplomacy] Raise Reputation with ABS from 0 to 1. (Success, roll)
      After the earlier failures of the Chorus' diplomatic corps, they have learned many a lesson, and many a Vicari now bears the soul of an esteemed predecessor. Honeyed words reach out to many, improving the reputation of the Chorus in almost every quarter.
    4. [Diplomacy] Attend the first Exquisite Gala.
      Sub-action:
      -Establish PRS treaty with LSD: LSD agrees to protect CCC from any military action by another power that is not precipitated by hostile military action on CCC's part
    5. [Military] Raise a unit.
      The Chorus does not like to speak of the Damned, those wretches and ingrates whose crimes are so heinous that they are barred entry to the afterlife of the Choir. But they are present. Murderers, traitors, and suchlike filth, they are executed always within sight of the Reef but never within reach. But seeing the limits of earlier recruitment drives for acquiring soldiers from the civilian population of Bloodhome, the Living-Speaker turns to these criminals and offers them a choice. Any may face execution without shame; or they may join the Damned Legion, a force of expendable troops. Any who serve out a sentence of a reasonable length in the Damned Legion may be executed by impalement on the Reef upon their return- and if they die in the field, it is no worse than if they had died at home. Concerns are raised in some circles about the reliability of such troops, but the Living-Speaker allays such concerns with his plans.
      Bio-luminescent marks in a deep, livid purple are given to each member of the Damned Legion, displayed prominently on the hands, neck, and face. Through careful use of graduated symbiosis, and strict access to the agents which the Chorus can use to reverse this treatment, these marks can be used to clearly identify members of the Legion.. While such treatment is deemed inhumane for those whose crimes are not so heinous, the Living-Speaker posits that since the alternative is true death and membership is voluntary, such measures are as appropriate as they are necessary. The matter of organizing them is left to military minds, but Hurn the Wise assures the public that the best of them the Chorus has are already at work on the problem.


    Ruler stats increase: +2 Diplomacy

    Non-Actions:
    • Resist all conversions to faiths other than The Crimson Chant in regions with clerical support.
    • Hinder all conversions to faiths other than The Crimson Chant in owned regions.
    • Spend 5 treasure to increase Prestige from 3 to 4.
      Even as the Chorus spreads honeyed words, they too spread gifts of the deep. The bounties of treasure they accumulated from service to the Abyssal Stewards are spent to enrich and enlighten, and many great works of art and theology are created, all in service of the good name of the Chorus of the Crimson Choir.
    • Hinder and resist NPC sack of HS2 in Bloodhome. (Roll: 9)
    • Continue Prestige Monument (2/5): The Grim Cathedral.
      With the ground prepared, and with the squabbling of architects largely resolved, construction on the Grim Cathedral can begin. A promising young architect by the name of Frish Gamane, who affects artistic independence but is widely known to be the darling of the Reverentialists, heads the project. Ambitious, bright, and ruthless, rumour has it a few architects gave their lives to the Reef to ensure Frish would get the position. So foundations are laid- an unusual thing, for Choral architecture, but for a project of this scope it was deemed necessary to make alterations to the usual style. The digging of the foundations is, itself, work that will take years- but it is work that Frish believes will be vital to the success of the Cathedral.


    News & Rumours:
    • Alinus Ernost VIII is still missing.
      • Notable Legislation



    Ruler Stats for Round 2
    Diplomacy - 8
    Military - 2
    Economy - 2
    Faith - 8
    Intrigue - 5

    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 0, 0 Favour (Expected Change: None)
    The Chelonian Chora: Rep 1, 1 Favour (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favour (Expected Change: None)
    International Prestige: Prestige 3 (Expected Change: +1)

    Cultural Exchanges
    Lambent Syndicate (LSD)

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 1 (Expected Change: +1)

    Aristocratic Support
    26

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 5 (Expected Change: -5)

    Trade Posts
    Total Owned 1
    26.1 – Blood Pearls

    Mercantile Support
    None

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Graduated Symbiosis No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 6

    Clerical Support
    2, 26, 31

    Organised Faith Bonuses
    Scarlet Glory (5): +1 to Impress Actions

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Alinus Ernost VIII (8)


    Claims
    Spoiler
    Show

    26 - Historicity

    Last edited by Silent_Interim; 2022-05-28 at 09:56 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  10. - Top - End - #100
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, freshly daubed in Lamplighter Blood
    Regions: 7, 19
    D: 4
    M: 8
    E: 5
    F: 5
    I: 2

    Actions:

    1) Invade Region 20 with 3 Units
    Commander: Sub-Commander Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions.
    Tactical Doctrine: Unyielding Force
    Wielding the War Palanquin of the Anointed Dead (Which now bears the mummified remains of the previous Vessel)
    Wielding the Radiant Sword

    2) Military: Raise Unit
    3) Military: Raise Unit
    4) Military: Raise Unit
    Let there be Light. Let there be Light.
    All throughout the long war night.
    Let there be Light.


    5) Faith: Convert to The Crimson Chant
    The Radiance had delivered a message onto the Everscintillating Goldfin, who after years of careful trembling cogitation has deciphered a deeper meaning into the universe, and the holy message of Light that all Kosong reavers and thugs of the Aurora Dawn feverishly try to decipher in those twinkling moments. After witnessing great devastation, blood, and subsumption Goldfin has discovered that the truest form of proselytizing and conversion is that of the sword. That the unwashed masses are most enlightened when in their final moments they see the Light of Life that is the Radiance. The radiance of the universe. This truth given by The Crimson Chant has shown the true way towards One Universal Light. The third eye awakening of the greater consciousness toward imperceivable light rays.

    Ruler Stat Increases: +2 Military

    Non-Actions: Resist all conversions and buyouts unless noted otherwise
    Send Photospore Signaling tech to Lambent Syndicate

    Name the Fortress in Binar Fajar "The Hold of Dawn" or "Dawn Hold" The Radiant Temple is reinforced and new spires and walls are built that stretch from the chasms to the twinkling motes of dust far overhead. The various criminal families, fringe cults, and crusading orders share their space and their violent passion within these newly expanded and fortified halls. A great Manor of both old dilapidated decadence and new unstable additions has made for a frequent turnover rate with the warriors and bandits who call this Fortress home. Yet all who would spill blood to see Light are welcome here, to stand before the round table that lay in its heart, and speak as equals in the reflective material the table holds that casts a glimmer of The Radiance's deep water light over all generously and in great bounty.

    The War Palanquin of the Anointed Dead is an ancient royal relic of yesteryear. Said to have been the very same Palanquin that The Radiance rode upon when she came to the Aurora Dawn and blessed it with a thousand years of peace and prosperity. This gaudy palanquin is bedecked in finery, artistic carvings, and streaming excess that is dazzling to the eye. The tiniest mote of light reflects off of it in defiance of its source's meager origin and it acts as a guiding beacon in battle unlike any other. A great mummified leader is frequently entombed in the palanquin, placed within a sarcophagus from which their spirit can help embolden the zeal of the warriors who witness that even the dead march alongside them to Golden Victory.


    Stats next round
    D: 4
    M: 10
    E: 5
    F: 5
    I: 2

    Spoiler: Book Keeping
    Show

    Regions Owned: 7 and 19

    TPs owned:
    Siren Extract TP 2 Region 2
    Treasures and Artifacts TP 1 Region 7

    Units Owned: 3/6 Maximum

    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.
    Last edited by Tychris1; 2022-05-19 at 03:24 PM.
    “I’m a Terrorist not an idiot.” - Me
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  11. - Top - End - #101
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Lojanese Republic
    Time: Round 4, Place: Regions 9 and 8
    Prime Minister Shoeng Thnoet
    Diplomacy: 8
    Military: 4
    Economy: 7
    Faith: 2
    Intrigue: 2



    Rolls

    Actions:
    1. [Diplomacy]Sway Merchant support in region 10 2d6 + 8 Diplomacy + 1 Prestige + 1 treasure - 0 distance success
      The northern lands kindly charted by the Auros turned out to be surprisingly prosperous for being inhabited by barbarians (i.e. not Lojanese or close allies). In spite of having superiority complexes and already possessing great wealth in the civilized tropics, some merchants ventured north to make contacts and exchange messenger addresses. Particularly Tobar merchants, like the not-so-well-off crafts and toys seller Imzhe'av Rukhal, seized the opportunity; they had been struggling due to not having as many connections and established market niches as Mer merchants, who have the benefit of their race, and consequently their family businesses being in existence for much longer.
    2. [Diplomacy]Create a federation claim on region 6 2d6 + 8 Diplomacy + 1 Prestige - 0 distance success
      "Mighty Selachian tribes of the vast plains, hear ye! We, the Lojanese, are your fraternal nation. Our appearances may differ, but we have a long shared history of both feuds and friendship, of good times and catastrophes experienced together. As of late, our people have grown yet closer, in trade as in code of law. A lasting partnership would only benefit us all, and perhaps with joined forces we could restore some of the glory of our ancestors. We know you very well, as dear friends - we know you hold martial skill in high esteem. Thus, the Lojanese Republic presents you with the opportunity to practice your arts against bandits and discontents on its territory, in addition to any foreign invaders as may yet appear. More directly put, the Lojanese army - rather, it will become an army only should you accept - is accepting well-trained Selachians such as you! Naturally, we wish to avoid discrimination of any kind. Regardless of your species or your background, if you demonstrate great prowess and acumen, one of you may be elevated even to the most exalted rank of War Minister. In return, we seek nothing more than merely the chieftains' permission to call on them for discussions of important matters and to inspect the goods travelling through your lands, collecting a small administrative fee. We have no ill intentions, our request is made only to thwart the sales of inferior produce and protect all of the North from aggressive incursion by foreign merchants and spies, acting to disrupt local businesses. Truly, you will have no trouble accomodating it. Now, let us share a toast for a thousand years together, brothers and sisters!" The government spared no expense. Such messages were distributed, with gifts, to every chieftain in region 6 and even read out to the common people, in local dialect. Nobles with domains at the border with region 6 were instructed to fraternize with their counterparts across the border, and indeed make that border gradually disappear through agreements to lower taxes and allow free movement. They obeyed gladly, having been promised large slices of the pie when it is finished baking...
    3. [Economy 5]Raise the city Sheade in Lojan, with a bonus to Swaying
      While Imzhe'av Rukhal had yet to find anything that will turn a profit, many other merchants like Gloent Noerjang had accrued so much wealth that there was hardly anything worthwhile in Lojan for them to purchase that they did not have already. After some time, they had an idea: commission a city! It would increase the wealth of Lojan and create jobs, but more importantly, it would become the biggest advertisement for their wealth. The location was decided fairly quickly. Sheade was founded just barely in sight of the government's headquarters, taunting the supposed authorities with opulent, colorful pyramidal buildings. Half of the city is under the seafloor, however, including the Academy of Sheade, the first institute of higher education in Lojan, where aristocratic children are taught all the necessary rituals and tricks to performing the difficult role of a diplomat - very useful even if they did not enter the government's services and remained on their domain to administrate it. The seafloor in most of Lojan is made out of sand, so large quantities had to be removed or injected with glue to create stable foundations, but after three years, the center of the city already stood tall and Gloent and partners could celebrate with some Siren extract.
    4. [Economy]Buy out Flare Slug TP 10.1 2d6 + 7 Economy + 1 treasure - 0 distance success
      Imzhe'av Rukhal immediately purchased the strange slugs on her first journey to the north. They were not particularly cute for use as dolls, true, but they could show such brilliant colours, like the rising sun! Everyone back home will love them, Imzhe'av was certain.
    5. [Diplomacy]Attend The Exquisite Gala
      • Graciously turn over ownership of region 8 to the Lambent Syndicate
        Unbeknownst to the seas or the peoples living in them, two powers had partitioned between them vast areas of the northern tropics. Perhaps some would take issue with it - however, Shoeng Thnoet believed this agreement would secure a long, harmonious peace. The Syndicate's large army would be put to use in protecting the Shue'aaz Sho colony, while the Republic continued to oversee development of trade, and Lojanese colonists were to retain all of their rights. Importantly, the Syndicate had also recognized region 6 as part of the Lojanese sphere of influence.





    Non-Actions:
    [Renown] A Monumental Undertaking: Jewelled Inn 2/3
    Spoiler: Jewelled Inn
    Show

    Finishing touches are being put on the construction - a flying buttress made of glass to resemble ancient spires here, a terrace with rows of Doric columns supporting nothing but water there, and a alcove with a hidden door to a more private bar for those with particular tastes over there. The structure is ultimately structurally sound, a proof that the Delight works miracles. However, Oehal Ruurk, the feudal lord on whose domain the inn is being built, does not share the dream of the Jewelled Inn's founders, seeing drugs as a danger. He sends an armed force to deal with the troublemakers. But they are repelled, as travellers, merchants and people living in the surrounding rural areas have already taken a liking to the eccentric building and surrounded it with their carts and bodies.



    News and Rumors:
    • For ease of keeping records of a growing population, all citizens are obliged to choose a second name, if they already do not have one. Commoners can be seen queueing up before a government official's tent all over Lojan, choosing simple names based on their nicknames, place of birth or the sea urchin they saw on that morning.
    • The Prime Minister continues to be confirmed in her position as Lojan prospers, which is making some nobles uncomfortable. The republican government's rights to take away their lands or otherwise infringe on their domains are either very limited or able to be exercised only in extreme situations, but if an autocracy developed as it has in some other countries, they could be in danger of losing their rightly-held wealth to a monarch's whim.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 9
    Military: 4
    Economy: 8
    Faith: 2
    Intrigue: 2

    New ruler next round? No

    Note to fellow players: I want to live dangerously, so you may assassinate, kidnap or otherwise ravish my rulers at any time. You don't need to approach me first, surprises are fine too. IC resistance and retaliation will be be offered, of course.


    Spoiler: Country Info
    Show


    Special Actions Available: E5
    Special Actions Used: D5

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports
    # Name Owned Claims Supports
    9 Lojan yes Historicity, Integration ACM
    8 Shue'aaz Sho yes - -
    6 Selach? no - AM

    Reputation/Favours
    The Abyssal Stewards: Rep 1, 0 Favours (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 3 (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera

    Cultural Identities
    None


    Military
    Spoiler
    Show


    Units: 3/6 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2



    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 3 (Expected Change: +2-2)
    Trade post income: 2 Treasure/round

    Trade Posts
    Total Owned 7 (11 for Treasure gain)

    TP Resource Type Used for Merchant support owned?
    2.3 Siren Extract Drug/Spice? - no
    6.1,2 Selachian Mercenaries Precious Stone, Fireworks - yes
    7.3 Artifacts & Treasure Cultural objects? - no
    9.1,2 Ching He'aang Precious Stone, Fireworks - yes
    17.2 Delights of Moonlight Hallucinogen, Food? Lojan import no

    Region Desired Import Source
    9 Lojan Spices region 17
    8 Shue'aaz Sho Food ??

    Cities
    None

    Trade Routes
    Coral of the Protected Statera

    Specialised Ships
    None

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show

    ABS
    [Task] Begin work on the Coraline Compendium [1/5] - The Abyssal Stewards, patient though they may be, are not particularly subtle: it is eminently clear that the emissaries they send inquiring about the architectural stylings and favored forms of craftsmership of the various cultures throughout the tropics have other concerns on their mind than mere professional curiosity. Nonetheless, cooperation with their efforts is likely to earn their favor, and the results of this 'Coraline Compendium' may turn out to be interesting.

    (Task: Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 4. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    CCA
    (Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

    [Opportunity] Making Connections -

    (Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

    [Taboo] Overextension -

    (Taboo: The Chelonian Chora disapproves of reckless expansionism!
    Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

    DNA

    [Request] Expanding Possibilities -

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

    (Offer: The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers! Benefit: Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6. Cost: 1 Treasure OR 1 Favor for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected. Duration: Until the end of Round 4. Details: Reavers are certain to attack, but their targets are unknown.)

    PRS

    [Acclaim] The Ties That Bind - Allies, confidants, and conspirators are key to the long-term success of any large polity. A healthy and stable government is a remarkably social creature, and to expand by social means is not only laudable, but admirable, whether it be through ties of family cemented by the next generation, or of friendship cemented by time and effort.

    (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.)

    [Renown] A Monumental Undertaking - It is not only the Gravetenders who are compelled to consider legacy and grandeur - the allure of grand projects intended to inspire awe, love, fear, or other such useful mental states can be felt by all.

    (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: Indefinite. Special: Project completion requirements and rewards are subject to change. Insufficient description/fluff will result in no progress towards the completion of the project for that turn - three to four sentences should usually be sufficient. Countries may not have more than one ongoing project at a time. Countries may not accelerate these projects by spending actions.)

    [Acclaim] To Greatness -

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

    [Notoriety] The Fragility of Fear -

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



    Last edited by Corona; 2022-05-28 at 05:06 PM.

  12. - Top - End - #102
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 6
    Military 6
    Economy 4
    Faith 2
    Intrigue 5

    Expected Stat Increases: +1 Diplomacy, +1 Economy

    ...

    Actions
    • Diplomacy - Press Claim in Region 27 - 16

      Forced to endure Adiratna's triumph at Indah's Rise, the Auroran Mistress Intan nevertheless advances her own ends. Departing Senja Bersinar at the conclusion of the Exquisite Gala, she travels herself with minimal guard to meet with the pre-eminent chieftains of the savage borderlands, plying them with Siren and glistening trinkets from her treasuries, making clear the partnership that will soon exist and the patronage she will continue to lavish on those who secure her position.
    • Diplomacy - Host the first Exquisite Gala
      Spoiler: Event Sub-Actions
      Show
      • Accept Region 8 from the Lojanese Republic.
      • Declare an Ultimatum on the following treaty: The Lambent Syndicate agrees to protect the Chorus of the Crimson Choir from any military action by another power that is not precipitated by hostile military action on the Chorus of the Crimson Choir's part

    • Economy - Buy Out TP 2 of Fibrous Kelp in Region 24 - 12
    • Economy - Buy Out TP 2 of Coralberries in Region 19 - 15
    • Faith - Officially Adopt The Crimson Chant


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-05-29 at 12:07 AM.

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

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

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

  13. - Top - End - #103
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions: Round 4

    Spoiler: Polar
    Show

    The Shark King
    Dip 4, Econ 2, Mil 9, Fai 6, Int 5
    Treasure: 2
    Missed from the last round opener: The Shark King’s Host grows to 8 units!

    Military Sack: Sack region 74 STC trade post 2 for Firefly Squid. Roll 13
    Edible Algae is great, but it’s not food for sharks, and the waters of region 73 are beginning to get a bit empty of edible meat. Fortunately, scouts have discovered large numbers of squid nearby. Even more fortunately, someone else has already gone to the trouble of catching these squid, so it’s a simple matter of violent confiscation.

    Economy Buyout: Attempt to buyout trade post 1 for Herring in Spawn Point, spending one treasure. Roll 13.
    Shark riders approach spawn point, this time armed not for a hunt, but to make offerings of stories and wealth to deep blue, in hopes of receiving the god’s blessing as a more sustainable source of food.
    Note: This action will only go forward with support from Deep Blue.

    Region 66
    Diplomacy Crisis! Region 66’s internal politics has taken a toll for the tumultuous as the people begin to resent Duchess Gloriane de Trenche Bleu’s close connection to the Scintillating Ceiling!
    Until the start of round 7:
    Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
    CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
    If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
    If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

    Duchess Gloriane thought when she married Angus that she would have little trouble convincing her people to join her in union to the Scintillating Ceiling. She was wrong. In recent years, both the clergy and the merchant classes had turned against the union, instead supporting the interest of the Riftlings in the region. Fortunately, region 66’s aristocracy is stubbornly hard to impress and remains neutral for the moment, but should they too begin to sympathize with the Riftlings it could be bloody, the Duchess warns her family-in-law in the Cathedral, and offers her assistance talking to the nobles. Some sort of action must be taken, and fast.

    Spoiler: Tropical
    Show


    Region 13
    Diplomacy Attend an Event.
    The now-teenaged Kucen Nirali Sunlight-through-leaves is totally over this stupid ruler business. Honestly her entire life is like, the worst in the history of everything. But her advisors tell her there’s a lot of nations interested in region 13 right now and it would be good to talk to them. Whatever.

    Region 6
    Military Sack: A wayward group of Selachian Mercenaries on Leave from service in the Lojanese Republic attempt to Sack Crimson Chant Holy Site 2 in Bloodhome. Distance Penalty: -1. Roll 15.
    Selachian Mercenaries are not known for their discretion and wise living habits while on leave, and this can sometimes cause problems. A group of mercenaries decided to go take a visit to the now-rather-famous Bloodreef, and after consuming rather too much siren extract and dunes of revelations they observed that the Vicarian chambers had lots of rather expensive goods. What followed was an attempt to have rather too much fun.

    Region 20
    Faith Offer: The previous offer by the Warchief-Commissioner of a Kelpie Hunt expires as the Comissioner died in battle! The first country to conquer region 20 will automatically receive the Clerical support node and one of the Path of Pestruction holy centers will be automatically converted to their state religion. If the conquering nation had to fight more than one army in the region, they will receive both Path of Destruction holy centers for their state religion.
    While the soldiers and conscripts of region 20 surely didn’t enjoy fighting the Unity, the priests following the path of destruction were impressed by the ferocity with which the Unity fought not for victory, but for death, and the demise of the pompous Warchief-Commissioner was a plus. Eager to see another such display, they line up to cheer for the invading armies of the lighthouse to further the devastation. Though, they reason, even more destruction would always be better.


    Spoiler: Standing Offers and Crises
    Show

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

    Region 59: First to gift them a food trade post receives aristocratic and clerical support.

    Region 117: Until the start of round 5, any nation in the temperate zone may bid treasure to purchase a powerful weapon that may or may not exist. The minimum bid is 1 treasure, and the highest bid at the start of round 5 will receive the item. Once bid, treasure is considered spent, but losing bids regain their treasure at the start of round 5.

    Region 20: The first country to conquer region 20 will automatically receive the Clerical support node and one of the Path of Pestruction holy centers will be automatically converted to their state religion. If the conquering nation had to fight more than one army in the region, they will recieve both Path of Destruction holy centers for their state religion.

    Region 66:
    Until the start of round 7:
    Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
    CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
    If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
    If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

    Kalan Company:
    Until the start of round 6, any nation in the temperate zone may use a nonaction to pay 2 treasure to hire the Kalan company’s remaining units as well as Roland the Small (mil 6) to assign to that round’s battles as they see fit. If multiple nations desire the Kalan company’s services the same round, the tie is decided by either one side offering more treasure or a coin toss. The loser’s treasure is not expended. Current Kalan company units: 4.
    Last edited by Potato_Priest; 2022-05-27 at 03:36 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

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


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


    Actions
    End of Turn (New) Ruler Increases: +1 Economy, +1 Faith
    1. Form New School - The Cyphiri Way (+1 to Impress Actions) [Faith] - Unrolled
      Spoiler
      Show

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

      The followers of the Cyphiri Way lack the strong call to action that those of the Middish Way feel, in part due to the gods and their Will being of much less importance (they were still the creators of the world, and understanding the stories related to them are said to bring great understanding, but they are themselves a part of the Way rather than a force driving it), and are more inclined to seeing how their understanding of the Flowing Way can serve their interests, rather than seeing how they can serve it. One way this manifests is the way that followers of the Cyphiri Way often accompany other representatives of their people, lending aid through their broad knowledge of stories and the understanding of cultures and people that it brings - their knowledge of local tales and ways encourages merchants to accept imports from the Cyphiri so that their merchants can seize the opportunity, their understanding of the quirks of the traditions held by foreign believers of the Way helps win them around, and their knowledge of the stories of the warriors of their people can help sell their prowess when a show of force is required.
    2. Convert HS1 in 123 [Faith] - 8, Failure
      The Carral have now been in the lands they discovered for some time, having pulled their people out from Cyph-Arel and their previous westward venture to centralise in the region and having successfully gained dominance over the local economy (in no small part due to the Kelad-controlled spice trade). While there hasn't been a focused push to enlighten the locals in the truths of the Flowing Way, the Carral followers establishing themselves in the region and spreading their stories and wisdom, combined with the amount of faithful but not dedicated Cyphiri in the region, serves to convince some of those in the region that there's something worth paying attention to here, and the Cyphiri faithful are very enthusiastic when it comes to those interested in the Way. In the end though, few of the Carral followers are charasmatic enough to convince them to actually stick with the Flowing Way.
    3. Research Civilian Technology - Anoxic Adaptation [Economy 10] - Unrolled
      Spoiler
      Show

      Anoxic Adaptaton
      Prerequisites: Composite Grafting, Trophic Deconvolution
      Effect: The user can now cross Brackish borders.
      Developed from a combination of her existing agricultural work and Costa Sereia's grafting techniques, Pellir Hallus' answer to the challenges of the brackish waters nearby to Cyph-Arel comes in two main parts. The first is a suite of comprehensive modifications, primarily designed for Cyphiri but with suggested modifications for other species that should allow for easy adaptation, which allow an individual to handle the typically low salinity, filter oxygen more efficiently from the lacking waters, and filter out the typical particulates found there, allowing for survival in those regions. The second part is a new range of crops, based off Pelir's original simplified crops, which have similar modifications to survive and a few tailor-made to make survival in those regions a likelier prospect and provide in ways the environments found there are often lacking.
    4. Buyout TP2 of 134 (Cobalt Dye) [Economy] - 19, Sucess
      Conscious of their obligations to the Ironkelp Order, the Tellan family continue their search for the resources the Middish are in need of. The answer comes from another family - the Hallus, who had sent some of their number to Palacia to attend Costa Sereia's Carnival. A messenger sent to the Tellan leadership talked about how the sereia mined an ore that was turned into a powder that could be used to write with, which struck the Hallus there as something the Middish sages would find very useful. They were willing to make the relevant introductions and arrangements to supply the Tellan (and as such the Order) with an adequate supply, but only in exchange for Tellan support in the Hallus effort to gain control of the Council. The decision to go along with the plan didn't take the Tellan family's leaders long.
    5. Attend Event [Diplomacy] - Unrolled
      The invitation to attend the Carnival gets little attention from many Cyphiri families - while yes, it sounds interesting, it is also rather far and most families have found their interests elsewhere from the far west. As such, the main attendees end up being from two families, Ulnesh and Hallus, and while both deny it the intent is rather clear - to gauge international feelings on the two families for leverage in their internal struggle.
      Spoiler: Sub-actions
      Show

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



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

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

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

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


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


    Families of the Cyphiri Union
    Spoiler
    Show

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

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

    Hallus
    TPs: 122.2
    The second-largest agricultural family due to being the inventors of trophic deconvolution and leveraging that advantage as the Union adopted those methods. Eager to continue making advancements, has eyes on the Ulnesh family's position.
    - Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.

    Tellan
    TPs: 109.1, 114.2
    Other: CYP-OKI Trade Route
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish.

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

    Kelad
    TPs: 117.1, 127.1
    Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.

    Pylet
    TPs:
    Other:
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of [129], but is beholden to the Hallus in turn.


    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 0, 0 Favours (Expected Change: 1 Favour)
    The Chelonian Chora: Rep 2, 1 Favours (Expected Change: None)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
    The Divine Nacre: Rep 0, 0 Favours (Expected Change: None)
    International Prestige: Rep 1 (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

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

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 2 (Expected Change: +3)

    Trade Posts
    Efective Total Owned 10
    109.1 - Swarm Ash
    114.2 - Giantsbane Seeds
    117.1 - Biolumiscent Tunicates
    122.1 - Native Gold (Mercantile Support Owned)
    122.2 - Native Gold (Mercantile Support Owned)
    123.1 - Malleable Blubber (Mercantile Support Owned)
    127.1 - Ray-Ear Seaweed

    Mercantile Support
    122, 123

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    None

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


    Faith
    Spoiler
    Show

    Faith Holy Sites: 8

    Clerical Support
    122

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None

    Claims
    122 - Historicity

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

  15. - Top - End - #105
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders

    Laksha
    Diplomacy - 5 || Military - 3 || Economy - 6 || Faith - 6 || Intrigue - 3

    Actions:

    1: [Diplomacy] Extend Cultural Exchange to the shoalmind Deep Blue.
    The rumors of a shoal of herring which act in concert, called by some a god, and by others a nation, captures the interest of many Gravetenders, especially Laksha herself. A mind composed of parts that live their own lives, die, and feed the whole.. There is meaning, there. Gravetenders of all designs make their way to the shoalmind's waters, and after a traditional debate over who is to speak first, make their request. They wish to understand and commune with Deep Blue, and to speak with it on the matters of death and growth.

    2: [Faith] Attempt conversion of Holy Site 1 in Spawn Point.
    The Gravetenders which make the journey to see the shoalmind Deep Blue do so the same way Gravetenders do everything: constantly discussing their personal spiritual feelings, their individual interpretations of the Blossoming Sequence. It seems this discussion has little effect on Deep Blue, but perhaps in the future, more directed discussion will make way.

    3: [Faith] Attempt conversion of Holy Site 1 in Kar-Nath, 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. The respect this sacrifice claims among the Nathi resonates with the Gravetenders, and as more of them come to discuss and learn, they have an equivalent effect upon the Nathi of faith... More than equivalent, in fact.

    4: [Military] Generate Unit because of Abyssal Stewards.
    Violence is not a concept inherent to the Gravetenders, but their friends the Abyssal Stewards have made a request... and as they Stewards are the most likely source of all important silver, Laksha is inclined to listen. A subset of the Gravetenders, all of sturdy mind, are sent to study the arts of war.

    5: [Military] Generate Unit because of Abyssal Stewards.
    Beyond the need to please the Abyssal Stewards, some subsection of the Gravetenders, upon studying the martial ways of the organic nations, discover an aptitude for such thinking. Even they, however, fervently hope such things are never required.

    [Rolls]

    Non-Actions:
    Continue to host the Reef in Bloom.
    This year, the Reef in Bloom has a spire set aside in Dead City Urodela, a chamber for a meeting of the myriad nations of the Polar waters. Something must be done about the Shark King's constant aggression, and Laksha is intent on being part of the discussion.

    Trade specialized ship "Silvered Eye" to Kar-Nath.
    The past several years have seen a collaboration between Kar-Nath and the Gravetenders. Seeing that their southern neighbors chafe due to feelings of being 'boxed in,' so to speak, Laksha offers the services of her scientists and faithful, to craft a ship, a gift. A thing of crystal and stone, fit for all the amenities of organic life. Special care has been paid to the specific needs of the Nathi people. When the ship, the Silvered Eye, is complete, it is sent from deep within Dead City Chantrieri laden with a gift of food, along with the promise of more in the future. All Laksha of the Gravetenders asks is a lasting friendship, that peace might be set between them.

    Offer Treaty to Kar-Nath: Peace between us, and negotiation before conflict. [Both nations will attempt IC negotiation before any martial conflict between them. Pulling out of this treaty requires notification the round before.]
    The Gravetenders, though less concerned with the concept of 'territory' than the organic races, understand that is important. Not only because it matters to their organic neighbors, but because it establishes their own claim to personhood in the eyes of many. Knowing this, they make an offer to their southern neighbors.
    Having already established trade and some level of trust, the agreement is simple: Neither nation will initiate violence without attempting to resolve conflict peacefully. A meeting set after the one about the Shark King will discuss such.

    Accept Trade Route from Kar-Nath.
    Kar-Nath, despite being so different, has long proven itself a trustworthy friend to the Gravetenders. It is with this in mind that Laksha is glad to open a trade route between them. Food and wealth and ideas shall flow, and their isolationist neighbors will experience the endless debates of the meaning of value and price, in addition to those over spiritual matters.

    Accept Cultural Exchange from the Shifting Ennead.
    Laksha accepts the offer of cultural exchange, seeing it in the interests of her people. Sersi encourages this action, arranging for the hub of this understanding to be set within Bastion itself. This of course, happens early in the first year, before the event that would set Laksha's concerned gaze upon the crimes of the Ennead's Princes. The possibility of conflict keeps Sersi sharp, however, and she insists that the flow of understanding not be interrupted.

    Assist Kar-Nath's buyout of Trading Post 2 in the Dead Cities.
    Laksha is more than willing to help arrange trade between the Dead Cities and Kar-Nath. The food they produce and preserve is an act of comfort and convenience, and they have little need of it as a source of nourishment. The Silvered Eye carries with it the first exchange, extra included as a gift. The Gravetender which delivers it speaks long of the abundance brought about by collaboration.

    Purchase Reaver protection from the DNA for one Favor.
    While the Gravetenders make their first steps into the art of war, they have not become masters of it in any sense, and so ask the protection of the Divine Nacres against the coming reaver threat. Sersi makes plans to observe these protections, uncomfortable as she is relying on the surface dwellers for safety.

    Request a Prospecting action from the Abyssal Stewards on Bastion, ever in search of Silver.
    .

    Contribute to Genus Taxonomia Gelidum Mare.
    Fall Blossoms
    Fall Blossoms are one of the many creatures which changed in response to the event that turned the Dead Cities into a mass grave. Common in Gravetender waters, they are a species of jellyfish which have adapted to the corpse rich environment of the Dead Cities.
    Fall Blossom larvae are especially small, and known for fleeing from any detected movement. Rather than solid ground, the larvae root in dead bodies, drawn by the scent of decay. Once rooted, a larva grows into a larger than average polyp known generally as a Maker’s Flower. Notable for their silver tendrils, they are quite beautiful and some Gravetenders will carefully keep them in their homes.
    Maker’s Flowers secrete a preservative chemical from their roots, slowing the rate of decay significantly. A colony will produce less of this preservation agent depending on how many are present, maintaining an optimal rate of decay for luring their preferred prey, scavengers. When scavengers of an appropriate size approach a corpse inhabited by Maker’s Flowers, they lash out, grabbing with thin tendrils and pulling their prey into their bodies. Once appropriately fed, a Maker’s Flower will ‘bloom’, transitioning into the reproductive stage of its life cycle, the Fall Blossom.
    The Fall Blossom is the dominant stage, like most jellyfish. Relatively small in number but significantly larger than most jellyfish, they tend to remain near their spawning point, awaiting larger scavengers approaching the corpse their larvae are rooted within. They form a final line of defense for the Maker’s Flower stage, warding off larger scavengers with their paralytic sting. Predators which fail to avoid their tentacles serve as their own prey. Fall Blossoms are a brilliant red, streaked through with silver, though of course their color is only truly appreciable when in direct light.



    [Write fluff for Holy Site 2 in Bastion.]
    The discovery of a old Maker battlefield sweeps through the Gravetenders, and especially those deeply faithful to the Blossoming Sequence. What can be learned of this internal conflict of their Makers, and what might be made useful for those to come? The site is made holy by their inquiry, and serves a secondary purpose as the first place any faithful Gravetender who studies the art of war visits.


    Spoiler: Stat Changes
    Show

    Military - 3 > 4

    Stats for next round:

    Diplomacy - 5
    Military - 4
    Economy - 6
    Faith - 6
    Intrigue - 4

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used: Faith 5, Economy 5

    Spoiler: Diplomacy
    Show
    Reputation/Favours
    The Abyssal Stewards: Rep 1, 0 Favour (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favour (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favour (Expected Change: None)
    International Prestige: Rep 4, 0 Favour (Expected Change: None)

    Cultural Exchanges
    None

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 0 (Expected Change: +2)

    Aristocratic Support
    78, 76

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

    Spoiler: Economy
    Show
    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    78.1 – Preserved Food

    Mercantile Support
    78, 76

    Cities
    None

    Trade Routes
    The Seatide Confederacy

    Specialized Ships
    None

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect.
    Graduated Symbiosis No mechanical effect.
    Photospore Signaling No mechanical effect.
    Supernatic Propagation No mechanical effect.
    Trophic Deconvolution No mechanical effect.
    Composite Grafting
    No mechanical effect.

    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 6

    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.
    Dead City Tacca: Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
    Dead City Chantrieri: Chantrieri towers above the rest, precipitously built along a sharp dropoff.
    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.
    Pardalis, The New City: The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
    A Study Of War: A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.

    Clerical Support
    78, 76

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration

    Last edited by Autumn Stars; 2022-05-28 at 02:50 PM.

  16. - Top - End - #106
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Regions 113, 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 10-12 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights
    Round 4

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

    Actions:

    1. [Military 10] Create a Technology: Supermarine Artillery
    Effect: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0
    Requires: Giantsbane Seeds, Supernatic Propagation, Photospore Signalling

    The Giantsbane experiments of the past few years culminate in the realization that the seedpod thallus allows for a totally new style of battle, one briefly glimpsed during the [Region 113] campaign. Rather than having a Knight simply mount a seedpod and ride it into the fray, the seedpods can be nudged to deliberately angle them above the surface of the water, allowing them to travel much farther and faster through the near-vacuum medium of "air." Slight modifications to the shape of the seedpod enable it to maintain most of its energy upon reentry, resulting in a devastating impact easily able to stun or outright kill a warrior too close to the missile - to say nothing of the effects of the explosive seedpods still being pursued by the more persistent Alehlangue sages. Though this battle tactic requires a significant logistical train to tow a number of Giantsbane plants alongside the army, maneuver them into firing position, and communicate between the front lines and the artillery-sages, it shows great potential both in breaking enemy formations through sheer force and in forcing the enemy into a restricted area to enable greater mobility for conventional Knights.

    2. [Faith] Convert the Glossian Sea [Region 135] HS 1 to the Flowing Way (supported): 16
    More sages travel south, establishing themselves at Holy Ovum to catalogue and investigate the many different interpretations of the enormous crystal.

    3. [Faith] Convert Meadows of Elyan'dan [Region 136] HS 1 to the Flowing Way: 14
    A handful of missionaries along the major routes between the northern and southern faithful turn aside (in their words, anyway; they definitely didn't get lost) to minister to the Mer of Elyan'dan.

    4. [Faith] Convert [Region 111] HS 1 to the Flowing Way: 12
    Though the faith's popularity among the Lux-Glossians has not waned, their northern colony still lacks any center dedicated to the teaching of the old faith.

    5. [Faith] Convert [Region 113] HS 1 to the Flowing Way: 10
    The vegetable worshippers must die

    Nonactions:
    1. Attend the Sereia Carnival
      .

    Spoiler: News and Rumors
    Show

    • .



    Spoiler: Ruler Information
    Show
    Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 3
    Military: 10
    Economy: 3
    Faith: 6
    Intrigue: 3

    New Ruler Next Round? no
    Expected Stat Bonuses: Faith +2


    Spoiler: Other notes
    Show

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

    Land units: 4 / 6

    Treasure: 0

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting

    State Religion: The Middish Way of the Flowing Way
    • 5 HCs: +1 offensive battle rolls

    Reputation:
    • PRS rank 2
    Last edited by Minescratcher; 2022-05-27 at 10:54 AM.

  17. - Top - End - #107
    Dwarf in the Playground
     
    Aerin's Avatar

    Join Date
    Mar 2022
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    Home

    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate region, Capital: 135
    Round 4

    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Lirix of the Magenta Shade, Eldest of the Matriarchs

    Ruler stats for round 4:
    Diplomacy - 4
    Military - 4
    Economy - 7
    Faith - 4
    Intrigue - 6

    Ruler increases: +1 Intrigue, +1 Faith

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

    Spoiler: Rolls
    Show
    New ruler: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25473328&posted=1#post25473328
    Rolls: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25473334#post25473334

    Actions:

    1. Intrigue: Investigate south of region 99. [12, SUCCESS]

    2. Intrigue: Investigate southwest of region 102. [9, FAILURE]
    Spoiler: Fluff
    Show
    There was a buzz of gossip that traveled around Leriander when a Shade was delegated to be the first to chart the deep ocean. Still, the Lux-Glossian peoples prided themselves on being unafraid to settle and explore places where others will not tread. The exploration proceeded despite rumors from the Stewards of terrible dangers lurking in the depths. Perhaps they should have listened. The expedition did not return.

    3. Faith: Contribute to the Songline of the Broken Seas.

    4. Faith: Adopt the Middish School of the Flowing Way.
    Spoiler: Fluff
    Show
    The conversion of Holy Ovum, the Glossian Sea's largest and most flashy holy site, was the death knell for the old religion, which had never truly been collected into a cohesive set of beliefs to begin with. When Ramira took control of the Grand Conclave, his first action was to declare Lux-Glossia to be a follower of the Way.

    5. Diplomacy: Attend the Carnival at Cadid Santuario.
    Sub-action: Accept Anoxic Adaptation from CYP.
    Spoiler: Link
    Show
    For my own records: forums.giantitp.com/showthread.php?645857-Empire!-7-Event-Carnival-at-Cadid-Santuario&p=25461504#post25461504

    Non-Actions:

    1. Support OKI's conversion of 135 HS1 to The Flowing Way.

    2. Change ruler to Ramira of the Viridian Shade, Eldest of the Matriarchs.
    Spoiler: Fluff
    Show
    Lirix was clearly losing her grip, and so the Magenta Shade chose a new, younger Matriarch to represent them. The next eldest Matriarch remaining in the Grand Conclave was Ramira of the Viridian Shade. He was more faith focused, being the Matriarch of a Shade in Holy Ovum, and less of a cutthroat merchant than typical for a Grand Matriarch.

    3. Enter a contribution to the Songline of the Broken Seas.
    Spoiler: Fluff
    Show
    A decade ago, the first missionaries of the Flowing Way arrived in Lux-Glossia. They were captivated by the constantly shifting song of the driftwood chimes and established a small presence there to record the resulting melodies. The driftwood chimes are a small region of the Glossian Sea where the normal surface morass of planks, branches, logs, kelp, and trash is replaced by a gently bobbing sea of giant hollow logs. When the logs collide with each other, they resonate with a single note for minutes on end. The result is a gradually shifting series of chords that feels as though it is perpetually building to new heights.

    You can listen to a 4 minute snippet of what that might sound like here: npr.org/2002/11/26/858257/closer-to-eternity-stretching-beethovens-9th

    The missionaries from the Ironkelp Knights are long gone, now, but the association of the Flowing Way and the driftwood chimes has been continued by the locals. At first, the goal was simply to record particularly striking melodies and attempt to puzzle meaning from them. Being a faith focused on storytelling, the idea of telling stories with important climaxes matched to the background music caught on quite quickly. The first stories told were those most ancient and most important to the Lux-Glossians: the exodus from the homeland and the founding of Leriander. In the years that followed, as the nearby Shades adopted the Flowing Way and made it their own, a unique Lux-Glossian spin on storytelling began to emerge.

    Today, every story that is told to the accompaniment of the slow wooden chimes is unique. Brave souls who choose to stand in front of their peers and sing or chant alongside the musical notes use nothing but their quick wits and ingenuity to create a new story thread in the tapestry of the world. While it is understandably impossible to record every tale that is told at the chimes for the Songline, the following passage is exemplary of what the Chora's conductors might hear should they visit.

    The three brothers who met Death.

    Three brothers lived in a remote colony without sunlight.
    Death visited, for the Shade had nothing to eat.
    And soon only the brothers were left to wait Death's invite.
    For there was still no food, not a morsel or treat.

    The youngest left for the city of Leriander.
    I will bring crystals so that we can grow food, he declared.
    But alas, he brought nothing to barter or bander.
    Without a shade to protect him, Death found him ill-prepared.

    The middle brother stayed, although his prospects were bleak.
    I will travel to the surface, and scavenge for algae among the smother.
    But the surface is dangerous and the middle brother was weak.
    To Death, the Reavers brought yet another brother.

    The eldest brother left to wander.
    I will find the eldest among us, he said, and ask for advice.
    Long was his journey, hither and yonder.
    The eldest Matriarch, he found, he was meeting twice.

    I did not expect you to come to me, said Death.
    Please, said the eldest brother, I am the last of my brothers.
    Let me join your Shade, he pleaded in a breath.
    And you will not have to search for me like you did the others.

    You may join me, said Death to her new sister.
    But know that I have claimed you too.
    For died already has the mister.
    As a sister of my Shade born anew.

    4. Enter a contribution to the Neritic Manuals.
    Spoiler: Fluff
    Show
    The Lux-Glossians are excellent stone-cutters, an art which applies to both their architecture and fine crafts. As invertebrate forms whose bodies are essentially one huge flexible muscle, many Lysimia are employed in stonecutting and transport in the capital. Stone is incredibly abundant in Leriander, a mining city set inside a massive ravine. Dwellings are often either carved directly into the walls or extended outwards from the walls using slabs and supports carved from the nearby cliffs. Bridges connecting the two sides of the ravine are also constructed with stone, often using blocky arches for greater structural support. One could not, however, call any of the stone architecture delicate or graceful. Thick slabs, columns, and blocks are preferred, and almost none of the architecture is carved. Instead, every possible surface is painted in a riot of colors and geometric designs and inset with chips and shards of glowing luminescent crystal. Thin slabs of crystal are often used as windows of dwellings or to provide light over garden terraces.

    For more delicate endeavors, stonecarvers work on the luminous crystal that is mined from the deepest reaches of the Leriander ravine. Each Shade has a single crystal selected from the chromatic depths that must be cut and polished to perfection, usually to be displayed prominently in some sort of wearable item for the Matriarch of the Shade. Smaller, more pale crystals are polished and drilled to make beads used for clothing and jewelry. Large panels in complex geometric shapes are created for use in decorative mosaics and ceilings. Recently, the youth of the city have even begun to carve numbered polyhedrons for use in games of chance.

    Spoiler: Reminders for myself
    Show
    Respond to Gengy
    Make a monument
    Make a flag!
    Last edited by Aerin; 2022-05-29 at 02:48 AM.

  18. - Top - End - #108
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 4

    Spoiler: Tropical
    Show
    The mercantile supports in regions 14, 17, and 25 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round.

    If the local majority does not align with the region’s state faith by next round, the clerical support in region 7 will become Open.


    Spoiler: Polar
    Show
    The mercantile supports in regions 60, 69, 77, and 78 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round.


    Spoiler: Temperate
    Show
    The mercantile supports in regions 114 and 138 are in danger of becoming Unruly if they are not supplied with their Desired Import by next round.

    If the local majority does not align with the region’s state faith by next round, the clerical support in region 135 will become Open.
    Last edited by Gaius Hermicus; 2022-05-23 at 01:51 PM.
    Avatar by Sniper Jo!

    Played as New Bhule in Empire!4
    Played as the Rothuun Galactic Hegemony in Empire!5
    Played as the United Blemmyae Tribes in Empire!6

  19. - Top - End - #109
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia
    Region 134
    Turn 4
    Spoiler: News and Rumors
    Show
    A sizable bid to the weapons merchants of region 117 for their mysterious product, once seen as imminent, is suddenly withdrawn without official explanation. Rumors spread that the Costa stumbled upon information implicating the auction as fraudulent - the professed 'weapon' is no weapon at all - and refused to entrust their funds to an empty promise.


    Actions:

    1) [Diplomacy] Host Event: Carnival in Cadid Santuario
    Spoiler: Sub-actons
    Show
    Receive Anoxic Adaptation tech from the Cyphiri Union.

    2) [Diplomacy] Sway Merchant Faction - Region 130 (Roll: 9 - Failure)
    3) [Economy] Impress Merchants - Region 128 (Roll: 11 - Failure)
    4) [Economy] Impress Merchants - Region 133 (Roll: 18 - Success)
    Merchants from many of the surrounding regions are invited to Carnival to see the opulence of the Costa on display, and offered opportunities to deepen their ties in multiple ways. Some are interested ... while others are unimpressed or critical of what they see as a wasteful spectacle.

    5) [Military] Raise Unit
    At the urging of the Abyssal Stewards, and with the recent warnings of the Nacres circulating as well, Madrina Alverna issues a statement that a regular militia force be trained and kept in readiness. After much discussion among the heads of the costa - some quite heated - a division of efforts will be pooled together, with one major family overseeing each part of the whole. Members of the militia will be drawn from the physically able of each family. Illdo, a young but tactically-minded scion of the Loura, will manage the training and leadership of the regiments. The Alverna will craft and supply the weapons; the Mascerena will handle the armor. Provision and pay will be coordinated by the Peixoto, with the funds for pay allocated from a rate tax on all families.

    Non-actions:
    What secrets hold the Deep?
    Spend 2 treasure to hire the Kalan Company mercenaries on behalf of the Abyssal Stewards to repay the 1 owed favor.
    Spend 1 treasure to sway merchants of 130, adding Cadid Santuario bonus.
    Support the Cyphiri Union's buyout TP2 of 134 (Cobalt Dye).

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 5; Military 3; Economy 9; Faith 3; Intrigue 6)
    End-of-turn increase: Diplomacy +1, Economy +1
    New Leader next turn: No

    Generals:
    Spies: Veruha Mascerena (Intrigue 7)

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

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar

    Spoiler: Resources
    Show
    Units:
    Treasure: 4
    Reputation: ABS (1); CCA (0); DNA (0); PRS (1)
    Favors: ABS (1 owed)
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Effective Trading Posts 10 (2 income):
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    Primary Religion: Brilhinte (3 Holy Sites)
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation
    Last edited by Frostwander; 2022-05-28 at 04:01 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
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  20. - Top - End - #110
    Ettin in the Playground
     
    RangerGuy

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

    Kar-Nath Hegemony
    Turn 4


    Rham, the Frozen King

    Diplomacy - 5, Military - 8, Economy - 5, Faith - 2, Intrigue - 1

    Actions:

    1. [Military] Attack Region 75 (General Kreel is in command, March of the Conqueror tacdoc is used, 5 units are being sent, direct route from 77 to 75, no distance loss rolls)
    - Sub-action: If the invasion succeeds, using free Sway Aristocracy action on 75 (Roll to be done by GMs)

    Spoiler: Kar-Nath military doctrine
    Show
    Beings of durable shell and often militaristic body modifications, the Nathi doctrine of war focuses on relentless advance. Heavily armored wedges of soldiers advance in concert, prodding enemy lines for weak points and remaining stuck in once finding such. As the Nathi footsoldiers often carry heavy, stony shields and tridents as their primary armaments, they can prove to be rather difficult to wear down or force to flee, allowing the army of Kar-Nath to constantly pressure the enemy from all sides until something gives.

    There are of course those among the armies of the Hegemony that prefer less cautious approach, and as such fulfill different roles. The first among these irregulars are those following the Path of Blades, Nathi of greater bloodlust and slimmer bodies that often take augmentations to grow blades out of their carapace or wear harnesses full of similar implements. Quick and brutal, they seek to often take enemy formations by surprise or dislodge foes stuck in with the line of Hegemony soldiery, making lightning-quick passes at enemy and using their blade-filled carapace as impressively lethal weapon across its whole length. Although they often swim in small schools of five to fifteen Nathi, the devastation their reckless swim-by attacks and charges can inflict is regardless considerable.

    The second well-known group of irregulars takes the opposite approach, carrying with them large quivers full of specifically worked quills from the infamous Herphoon Icebacks. The disciples of Path of Deep-Hunter remain in backline protected by other Nathi or swim above the battlefield with guarding screens of Path of Blades disciples, positions from which they can utilize their weapons to the fullest extent. While a crude weapon in eyes of some, the Icequill Harpoons are regardless devastating, often skewering even heavily-armored opposition and freezing their blood from inside-out from rather long distance away. Only the relative rarity of Nathi brave enough to follow this path (and the losses they sustain during their hunts) have kept this group from being much more widely utilized.

    In widescale battles, the Hegemony seeks to often form a solid defensive core near or inside enemy lines with its soldiers, and link such cores of defense up gradually with shield-walls to encircle and envelop their opposition. As this is not always viable, the troops are also drilled to scatter into small squads that can engage the enemy at their discretion and offer quick support to any part of the lines in danger of breaking.

    2. [Diplomacy] Attend event: Fruits of the Reef in Bloom

    3. [Economy] Economy 5 Special - Establish Trade Route with the Gravetenders

    4. [Economy] Buyout Trading Post (Region 78, TP2)(Success)

    5. [Diplomacy] Raise reputation with Abyssal Stewards (from 0 to 1)(Success)

    Non-actions:

    A. Continue construction of a monument: Rimestone Statuary (5-part project)(2/5)

    Spoiler: The foundations are only formed with hard work
    Show
    The stone of the plateau selected to host the Hegemony's prideful project has been carefully smoothed out. There have been setbacks, as solid rock often does not wish to cooperate with the efforts of the laborers, with cliff threatening to break unpredictably more than once as the area has been worked upon by spike and claw. Regardless, the builders have persisted.

    And as such, the very base of the statuary to come has finally been finished, but it is merely beginning of much more monumental task. Rimestone monoliths rising towards the icebergs above, a grand show of Nathi tradition: such a feat would be tarnished by attempts at shortcuts or half-measures. The work will be all many of the builders will know for good long while, but there is no complaint. No, to the reclusive people, such a grand and ardous task harkens their spirits back to the very beginnings of the Hegemony where it was merely this small people against the hostile environment. Through hardship, through adversity, they have always persisted. And through their persistence, everyone in the Hegemony has earned their place to call this hostile land home.

    Teams of Nathi work steadily in shifts, carving into the stone at predetermined intervals to form the foundations of the monuments to come. Long poles are set up a the edges of the plateau, glowing flora wound around them to give more light in the darkened area. A winding path to it from the holy site above is constructed, for even if most visitors might be able to make their way to the plateau easily via swimming alone, their neighbors may appreciate the gesture.

    The most important part of the communal effort, however, begins when the long rows of foods brought along for the workers are revealed, some of the rarer delicacies available even from the stocks of the Frozen King himself. Community is easily experienced through food for the Nathi, and the workers toiling away at such a long task certainly deserve their moments of unity to be doubly special.

    In a distant gorge, larger blocks of Rimestone are carved away from cliffsides, gradually prepared for the journey back to the construction site. With gods willing, the true task may soon begin.

    B. Accept the trade of specialized ship "Silvered Eye" from the Gravetenders
    - Somewhat shocked still by the generosity of their neighbors, the Hegemony hosts a parade in honor of the Gravetenders with personal attendance of Frozen King himself.

    C. Accept the proposed Treaty with the Gravetenders: Peace between us, and negotiation before conflict. [Both nations will attempt IC negotiation before any martial conflict between them. Pulling out of this treaty requires notification the round before.]
    - Having developed some measure of ties with their closest neighbors, Kar-Nath Hegemony joins the agreed-upon treaty proposed by the Gravetenders. While the crown of the Hegemony is not halting talks of expansion and military might, it has apparently been decided in the depths of Gracier Crag that at least one fellow polity deserves some genuine respect.

    D. Cooperate in the creation of the Songline of the Frozen Seas
    - Delighted to have been asked for their addition into the Songline, the Nathi offer their contribution in shape of one of their oldest myths.

    Spoiler: The Tale of Jaarn
    Show
    The tale of Jaarn, the mightiest of the northern gods, is one of both unfathomable power and value of hard-won understanding and cooperation... and as such is one that has persisted steadily in the society of this solitary people thorough the foundation and development of the Hegemony. While preached in true mystical sense by priests of the god during days of holy celebration, it is also a study in some of the characteristics valued in the society as a whole.

    Long ago, the god of air and ice, Jaarn, ruled the ancient beings of the depths with unwavering and terrible strength. The leviathans and ancient peoples of the cold seas were mighty, but the alien and mighty power of the god kept his rule always secure, smiting all whom would challenge his place as the sovereign of all the cold seas. His name was murmured across the depths and air, his power mighty, and the voice of this deity only boomed with boasts of might and sneer of derision towards those who would not know their place or would seek to upset his realm, be they from within it or not. After all, what could truly threaten the rule of monarch of frost?

    Then, something happened. The ancient peoples grew distant, their empires breaking. Leviathans sunk into the depths or were slain, and the mighty works of those who had claimed the seas as their own were lost. As Jaarn turned his gaze away from his cold skies and back towards his subjects once more, he only found desolation. Enraged, he smote those he saw as responsible, for he considered all under these seas his possessions... but the destruction solved nothing, only spreading further death and chaos until only scant few remnants of once powerful peoples remained, and leviathans had fled to the depths or sunk into them in death.

    His power withering and waning without the faith and support of his subjects, things that he had often not paid much heed to, the god was left to bitterly cling onto the icy fortresses above massive rift in one of the scant remaining parts of the icy ocean he could still affect... and it was there that the explorers who would come to be the Nathi found him. Still a great and terrible power, he thought to smote the emerging people as well, having long since given in to the rage that had set in due to all of the things lost to him. But the smaller divinity and people itself refused him, with war seeming inevitable.

    A war the god could feel might end in his destruction. For while the ocean could be settled by emerging peoples after the ruin had been wrought upon it, his power would soon be too scant for his essence to survive.

    The realization humbling the once arrogant deity, he retreated to the depths of the glaciers to wallow in his defeat... and he would have, were it not for a sole Nathi who had grown curious of the circumstances of such a terrible foe. Rejected entry to the icy home of the god, the pilgrim waited days and nights around it until his persistence earned a measure of grudging respect from Jaarn... and from their meeting, the circumstances of the god's ire were laid bare for the Nathi people. While it might not have changed much by itself, the suggestion of the pilgrim would tie the god to the people forever.

    He asked for Jaarn to lend his voice, which had until now only sown discord and terror, to Nathi who could issue his edicts and enact his will. He could have a people once more, and be among the deities venerated by the reclusive race... but he would be giving up his rash boasting and derision in service of that people. To lose a voice, but earn the tridents and claws of the Nathi.

    The deal was struck, and the humbled divine became still harsh but fair overseer of the people living under the shadow of his glaciers. His voice is now gone, spread across his adherents, but it now whispers from thousands of mouths instead of booming from on high. And in the end, both sides are better for it.

    E. Cooperate in the creation of the Genus Taxonomia Gelidum Mare
    - Although less certain about the presence of the Divine Nacres in their territory, the leaders of the Hegemony are still honor-bound to honor their debt. Accordingly, a study from the halls of Grand Schola has been contributed to the Nacres' efforts.

    Spoiler: The Studies of Grand Schola: Herphoon Iceback
    Show
    As the people who would become Nathi first began to inhabit the waters around Glacier Crag, many of the native creatures gave them trouble in the beginning... but none moreso than the Herphoon Iceback. A type of native seaslug, they have adapted to both their inhospitable environment and sparse diet, becoming the doom of many who dare to brave the depths of these cold waters.

    A relatively innocuous species at first glance, the Herphoons are small invertebrates rarely more than few feet in diameter. They come in variety of arctic hues from gray to deep blue, having numerous small appendages underneath themselves for movement and pair of stripe-like sensory organs running along their backs. The most notable feature that they have derived the second half of their name from, however, are the crystalline spikes protruding from their backs. These structures are formed by as the creatures melt and absorb small amounts of Rimestone while scouring their environment for scarce food, and provide a frightening natural defense. Not only are they difficult to attack by predators of the waters around them, but the spikes can also be launched from their backs in hail of sharp crystalline fletchettes that freeze things they strike on contact. As this offers the Herphoons an offensive hunting option, they can hunt for nutrients directly in environments more scarce in resources.

    The behavior of the creatures tends to change the larger they have grown, with smaller creatures without proper armament of spikes grown attempting to hide or scavenge and larger and properly defended Herphoons exhibiting increased aggression whilst hunting for nutrients or when apparently threatened. While they tend to remain smaller due to high dietary requirements necessary for growth, these invertebrates have not yet been sighted to perish from age alone, and have been seen to eventually reach the lifestage often referred to as "Death Whistle" by the Nathi. Large as sharks and bristling with blade-like protrusions, these beasts are incredibly difficult to put down thanks to their robust defenses and high rate of natural healing, often making entire tunnel systems unusable.

    Although a dangerous pest, the Nathi afford the Herphoon Icebacks wary sort of respect as fellow survivors of the glacial terrain. While they have not been yet successfully domesticated, they often offer young Nathi warriors their first trials, and the Rimestone crystal quills after often harvested for the use of craftsmen and soldiers.

    F. Acquire Reaver protection from The Divine Nacres for 1 treasure
    - While somewhat skeptical regarding the ability of the Reavers to defeat their legions, the Nathi regardless decide to be doubly secure in their glacial fortresses, seeking the aid of the Divine Nacres to weather the possible onslaughts.

    G. Assist the Gravetenders in converting the holy site the Rime Gorge
    - With the declining importance of Voice of Jaarn, the Hegemony has accepted the request of Gravetenders to extend the reach of their faith to one of the Nathi's holy sites. The shared appreciation of the holy ritual has brought both races closer, with Nathi priesthood openly discussing matters of faith with their Gravetender counterparts.

    H. Raise reputation with Abyssal Stewards for a favor
    - As their overtures for closer cooperation have been received favorably by the Abyssal Stewards, the Hegemony has called in their favor with the organization to further protect their lands. Loathe as they are to admit it, the reclusive society has its weak points, and advice from the mysterious order wil no doubt benefit them in the future.

    Leader improvements from turn 4:

    Diplomacy +1, Economy +1

    Leader stats for turn 5:

    Diplomacy - 6
    Military - 8
    Economy - 6
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-05-29 at 08:11 AM.

  21. - Top - End - #111
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
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    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)


    Leader: High King Lord Deca IV
    Diplomacy: 6
    Military: 3
    Economy: 8
    Faith: 3
    Intrigue: 3

    Actions:

    [1][Economy] explore N to NE of region 13, TN12 (+1 DNA, +1 treasure) 16, success (1 favour from DNA for exploring)
    [2][Economy] buyout TP 18.1 (Galena), TN12 (-1 distance) 14, success
    [3][Economy] finish the coraline compendium
    [4][Economy] finish the coraline compendium
    [5][Diplomacy] sway aristocrats region 13 (add 1 treasure), distance -1 TN12 14, success

    Rolls

    Non Actions:
    -momumental undertaking (2/3 part project)
    -attend Exquisite Gala
    -use favour gained from DNA to repay favour still owed.
    -Accept trade route with The Auros of Kaarme


    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 6: TP1 (mercenaries)
    region 28: TP1 (Tiny Turtles)
    region 13: TP1 (Rocksplinter Stars (starfish))

    Passive income: 2/turn

    Units:2/5
    treasure: 2

    Technology:
    Photospore Signalling
    Composite Grafting

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

    New stats
    stat increase: economy +2
    Diplomacy: 6
    Military: 3
    Economy: 10
    Faith: 3
    Intrigue: 3

    Organisation reputation
    Abyssal Stewards: 1
    chelonian chora: 0
    divine nacres: 1
    international prestige: 1



    Spoiler: news
    Show

    -Following the marriage of the King's brother, there will be a day off for the whole kingdom.

    -Good news. Prospectors from the Abyssal Stewards have found a new and very tasty species of Starfish in region 13. A massive effort will be started to breed these starfish for export to the Expanse. Soon extra starfish will be available for reasonable prices.

    -A trade agreement has been negotiated between the Expanse and the The Auros of Kaarme, making it safer to bring the new starfish back home. In exchange, the Expanse will be exporting some of their armour.


    Spoiler: Compendium
    Show

    After a request by the Abyssal Stewards worried about finished the Coraline Compendium, the High King sends extra workers and scribes to their base to finish writing the Compendium on the sponges that make up the living quarters of the base. He knows this is a large effort, but he hopes that relations with the Stewards will get even better and that they will benefit in the long run.


    Spoiler: aristocracy
    Show

    After the marriage, a permanent delegation iss set-up in region 13. Using the armour the Hymenocera are famous for, they try to gain the support of the local aristocracy by providing custom fitted armour for them and some of their bodyguards.


    Spoiler: Monumental Undertaking 2/3
    Show

    The garden was moving along, although not as fast as they had expected. Species of almost all sponges had been procured, although they were still having some trouble with the sponges they used at the Steward's base, as they actually needed some of the chemicals that came out of the sea vent. For this they were still trying to find a solution. Limnadi had already made sure there were samples in storage near the sea vent, but he really wanted them in the garden. At the back of the estate there was a cave where they had put the research institute that would do research on sponges and where the samples would be kept. That part was almost up an running, but the garden still needed quite a lot of work, mostly on growing the sponges to the right size for exhibition.


    Spoiler: Exquisite Gala
    Show

    Ambassador Ginidu found himself at yet another diplomatic event. This time a gala organised by The Lambent Syndicate. He didn't have any authority to conduct treaties, but he could listen and bring any suggestions back home.


    Spoiler: Exploration
    Show

    A group of merchants starting from region 13 have gone on an expedition to see what was there to the North of this region, in the hope to open new markets.
    Last edited by farothel; 2022-05-29 at 07:39 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."

  22. - Top - End - #112
    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

    • The Seatide Confederacy has made an agreement with the Riftlings Many to act as an intermediary in negotiations. They invite any who have messages or diplomacy with the Riftlings to speak with them.




    Actions:
    [Diplomacy]Sway Faction (Merchants, 74)(Spend 1 Treasure)
    [Diplomacy]Sway Faction (Merchants, 75)(Spend 1 Treasure)
    [Diplomacy]Sway Faction (Merchants, 65)(Spend 1 Treasure)
    [Diplomacy]Sway Faction (Merchants, 52)
    As the Seatide Confederacy's trade contacts expand, the desire to secure those trade routes and establish friendly relations with local merchants naturally follows. Favorable deals, gifts and word-of-light can all help establish mutually beneficial partnerships.
    [Diplomacy]Attend the Reef in Bloom Event
    Spoiler: formal treaties
    Show
    The Seatide Confederacy signs a formal treaty with the Shifting Ennead. Two copies, each written in the Ennead's text, but painted with Seatide ink to read the meaning in their colors as well. The terms of the treaty as as follows:
    • The Shifting Ennead and the Seatide Confederacy agree to a non-aggression pact in perpetuity, to better provide for the security of both their peoples. In the event that conflict proves inevitable due to a conflict of interest or other obligations, this portion of the treaty may be voided or put in abeyance after three years' (one turn) notice to the other party.
    • Both peoples agree to guarentee freedom to trade and travel through the other's territory, provided that subjects obey all local laws and decrees (no sacking each other's TPs)
    • The Shifting Ennead and the Seatide Confederacy agree to respect each other's mutual routes of expansion. The Ennead will refrain from settling or interfering with the regions directly north of Seatide without the permission of the Seatide Confederacy. The Seatide Confederacy agrees to the same restrictions on all lands to the west and northwest of their Seatide.

      The Seatide Confederacy agrees to the Gravetender's proposal in part, providing an open pledge of mutual nonaggression and a commitment to peaceful coexistence as long as mutual good relations may be maintained.

    [/INDENT]

    Non-Actions:

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=189
    https://forums.giantitp.com/showsing...&postcount=218

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 5 (+2)
    Military: 3
    Economy: 10
    Faith: 5
    intrigue: 3

    Military Units: 1

    Regions Owned: [Seatide 79]
    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.

    Military Technologies:
    None

    Civilian Technologies:
    Composite Grafting
    Graduated Symbiosis
    Megafaunal Tailoring
    Photospore Signaling
    Supernatic Propagation
    Trophic Deconvolution

    Resources controlled:
    [Bluefish Antifreeze, Seatide (79, TP1)]
    [Bluefish Antifreeze, Seatide (79, TP2)]
    [Bluefish Antifreeze, Seatide (79, TP3)]
    [Gravelglass (68, TP1)]
    [Untalented Crab (65, TP1)]
    [Rust-Veined Pumice (73, TP3)]
    [Magnetic Sand (75. TP1)]
    [Firefly Squid (74, TP1)]

    Treasure: 3 (+2 / Turn)

    Diplomacy:
    Trade Route with the Gravetenders

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Last edited by Talis; 2022-05-29 at 12:02 PM.

  23. - Top - End - #113
    Orc in the Playground
     
    D&D_Fan's Avatar

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    Nov 2019
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    Laniakea Supercluster
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    Default Re: Empire 7: Into the Depths IC Thread

    Otterian Supremacy Round 4


    Leader Stats - Supreme Leader Yirp the Fearsome
    D3/M9/E3/F4/I4

    Actions

    [MIL] Project Action (+2 to martial prowess)

    [MIL] Invasion Region 130 4 Units Yirp the Fearsome (MIL9) and no techs or other bonuses.

    [FAI] Conversion Region 130 - Failed

    [FAI] Conversion Region 136 - Failed

    [ECO] Contribute to the Neritic Manuals

    The Otterians build structures from specially bred kelp, as they have done for a long time. Is is as durable as any other material, but it has a very organic feel to it. In the Otterian language, gardener and architect are the same word. They grow the plants, prune them, tend to them, shape them into grand structures. This takes many years to create one building. Fortresses, cathedrals, towering undersea towers have all been constructed in the past. The techniques have been passed down for many generations since the otters first made their home in the Kelplands. They had to build structures to evade and defend against predators before they wiped most of the predators out. The otters have perfected the art of growing their homes, perhaps with future innovations in kelp technologies, the process will improve, but even now, Otterian architecture is impressive to behold.

    Non-Actions

    Put on some show of martial prowess for Abyssal Stewards with Commander Keith Porkson (M4.5)

    Link to rolls here.

    Next Round: MIL10, F5
    Last edited by D&D_Fan; 2022-05-27 at 06:04 PM.

  24. - Top - End - #114
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 4
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D7 ; M7 ; E4 ; F2 ; I3


    Actions
    1. DIP Attend Reef in Bloom
      Spoiler: Subaction; Seatide-Ennead Accord (PRS)
      Show

      • Establish a Formal Treaty with the Seatide Confederacy. Two copies of the treaty are prepared, each written in the Ennead's text, but painted with Seatide ink to read the meaning in their colors as well. The terms of the treaty as as follows:

        • The Shifting Ennead and the Seatide Confederacy agree to a non-aggression pact in perpetuity, to better provide for the security of both their peoples. In the event that conflict proves inevitable due to a conflict of interest or other obligations, this portion of the treaty may be voided or put in abeyance after three years' (one turn) notice to the other party.
        • Both peoples agree to guarentee freedom to trade and travel through the other's territory, provided that subjects obey all local laws and decrees (no sacking each other's TPs)
        • The Shifting Ennead and the Seatide Confederacy agree to respect each other's mutual routes of expansion. The Ennead will refrain from settling or interfering with the regions directly north of Seatide without the permission of the Seatide Confederacy. The Seatide Confederacy agrees to the same restrictions on all lands to the west and northwest of their Seatide.

    2. DIP 5 Establish Cultural Exchange with the Gravetenders
      The strange non-biological creatures to the east are seen as allies - they are not valuable or ripe for conquest, but they are fascinating in a distant sort of way. Telian's entourage to the council includes scholars and hostages that will be left in The Dead Cities.
    3. [MIL Raise Unit]
    4. [MIL Raise Unit] ----------pOLAR----------
      New Beaks are called into active duty to replace those lost in recent fighting.
    5. [ECO Buyout TP 51.3)] FAIL
      Early talks with the Eternal Spring have proven fruitful, and the strange creatures native to Magma Falls have attracted some attention in Danabae.



    Non-Actions
    1. Submit "The Prophecy of the Silted Queen" to the Songline of the Frozen Seas

      Spoiler: Prophecy of the Silted Queen
      Show
      The Doflein are far from whimsical or artistic, and thus their contribution to the Songline is sourced like any other labor they themselves refuse to do: the serfs. The Cult of the Silted Queen has produced a number of works - songs of hope, poems describing the Queen, riddles that only the faithful can understand, and more. But the Doflein find it particularly amusing to snatch from the House of Silt a plaque that is often said to be the original prophecy. It is rumored that they are looking for a method of absconding with the west wall of the structure, which is home to a great bas relief depicting the myth of the birth of the Mer.

      Listen, those who would choose to hear
      Envy, those who would fail to heed
      Prepare, those who would call for aid
      Flee now, those who would stand against
      She comes
      She lives
      Ruled, we are, by vile masters
      Weak, they are, when true strength rises
      Silted though our queen might be now
      Strong, we are, when she's unburied

      She will rise unseen by monsters
      Calling each of us to muster
      Voice both tender and so mighty
      Body carved from naught but memory
      She lives
      She comes
      Daughter of our people's suffering
      Birthed to stem the blood of many
      Risen that her place be taken
      Buried now will be the masters

    2. Contribute to the Genus Taxonomia Gelidum Mare
      Spoiler: Firefly Squid
      Show
      When first the Firefly Squid came to the attention of Doflein biologists, the creatures were dismissed as curiosities. Sure, they were pretty. And yes, their meat was pleasantly spicy and safe to consume with hardly any preparation at all. But in the end, they were glowing squid, barely larger than the Doflein.

      But that changed when a young biologist, Ilbio, discovered that the eponymous "fireflies" were more than mere coloration or bioluminescence. They were, in fact, colonies of plankton living within the bodies of the squid in a symbiotic relationship. These plankton are hot - just shy of being able to boil water. The squid, though, have adapted to both tolerate this heat and use it. When threatened, the squid are capable of ejecting a stream of scalding hot water from vents in their torsos, injuring or scaring off predators or capturing prey. In turn, the plankton have access to the massive caloric intake required to keep up their heat and glow.

      The Firefly Squids are solitary creatures - large groups of them (called infernos) have a tendency to render the water around them all but inhabitable. These infernos, though, do occur once every two years when the squids gather to mate. Swathes of ocean become hostile to other life as the plankton, and other small bits of biology, are exchanged in chains of squids, sometimes hundreds long.

      Young squid are born without firefly plankton and are given small colonies by their mothers, doled out in doses to allow the young to acclimate to the heat. It is estimated that nearly one in four firefly squids dies before reaching maturity by overzealous mothers or accidental exposure to the heated jets of other nearby squids, to say nothing of those lost to other causes.


    Reports and Discoveries




    Ruler Stats R5:
    D: 8
    M: 8
    E: 4
    F: 2 POLAR
    I: 3
    New Ruler: NO

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

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 5

    Generals
    • Balelia - 9

    Spies

    Cultural Exchanges

    Artifacts

    Treasure
    1/5

    Special Actions Used
    M5: Raise General


    pOlAr
    Last edited by JBarca; 2022-05-26 at 09:52 PM.

  25. - Top - End - #115
    Barbarian in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 4


    [Situation] Open Minds - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

    Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.

    Abyssal Stewards
    Spoiler
    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.


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

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

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

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

    (Task: Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 7. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    Spoiler: Ongoing
    Show
    (Task: Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 4. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

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

    (Opportunity: The Abyssal Stewards are looking for polities capable of weathering a crisis! Reward: First Place: An Artifact of ancient origin. Second Place: 1 Treasure & 2 Actions of progress towards constructing a new Trading Post in a region of their choice. Third Place: 1 Unit Cost: None*. Deadline: End of Round 5. Details: Countries are scored by a points system; at the end of Rounds 2, 3, and 4, countries are awarded points based on a roll made by the Organization GM for their country; the bonus for this roll is based on the best available commander they have not involved in an offensive military action. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

    Countries may spend Military actions to improve their rolls in a given round; each Military action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to 3 times. At the end of Round 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5).
    )

    (Offer: The Abyssal Stewards are selling means of countering extreme cold to Polar powers! Benefit: May spend Treasure on actions to be able to cross Glacial borders. Cost: 1 Treasure per action. Duration: Available until the end of Round 6 Details: Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus.)

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

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


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


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

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

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

    (Task: Cooperate in the creation of the Songline of the Frozen Seas. Available to Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

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

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

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

    (Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

    (Task: Cooperate in the creation of the Songline of the Broken Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 6. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    (Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll. )

    (Taboo: The Chelonian Chora disapproves of reckless expansionism! Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)


    Divine Nacres
    Spoiler
    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.


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

    (Taboo: The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise. Penalty: Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81. Duration: Until the end of Round 10. Details: Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss.)

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

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

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Tropical Zone. Penalty: None. Duration: Until the end of Round 6. Details: None.)

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

    (Task: Cooperate in the creation of the Genus Taxonomia Gelidum Mare. Available for Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 5. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

    (Circumstance: Project Anastasia 4 Benefit: Currently Unknown Penalty: Currently Unknown Duration: Currently Unknown Details: Currently Unknown )

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll.)

    (Offer: The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers! Benefit: Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6. Cost: 1 Treasure for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected. Duration: Until the end of Round 4. Details: Reavers are certain to attack, but their targets are unknown.)


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


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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

    [Notoriety] The Fragility of Fear - (Opportunity: Prestige loss will be assigned if a country experiences a rebellion in response to a failed Oppress Faction or Impress Aristocracy action. Prestige loss may be assigned if a country is forced to acquiesce to a rebellion’s demands. Prestige loss will be assigned if a country commits gross atrocities. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
    Last edited by Rolepgeek; 2022-05-23 at 12:47 AM.
    Sincerely,
    Role P. Geek

  26. - Top - End - #116
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
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    Female

    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale >
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.3.3>
    <Update Round 4 Patches>
    <Spawning Herring Pattern 2.3.4 /scale>
    <Spawning @ Region 56>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.4

    D:8 M:4 E:3 F:2 I:8
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. DiplomacySway Faction – Sway Aristocratic Faction in Region 58 (roll: Success)
    <subcurrent><º))))>< search for external stimuli
    . . . report: found.
    . . . query: is stimuli result of non-fungible life.
    . . . swimming in circles . . .
    . . . report: yes.
    . . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn Sea Bream . . .
    . . . dictate: over feed Bream with sucrose paste . . .
    . . . report: most effective sucrose paste sourced from red beans . . .
    . . . report: sucrose paste indulged Bream attractive for consumption . . .
    . . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
    . . . dictate: supply COOKies to targeted nodes . . .
    (true: further assessments proceed . . .
    . . . report: control over NPC dictated by nodes termed aristocratic.
    (true: Aristocratic Nodes have accepted COOKies
    . . . report: COOKies increase Nodes trust of Herring . . .
    . . . dictate: assess trust of Herring. . .
    (if trust in Herring supersedes all other trust:
    . . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
    (false trust in Herring is not increased:
    . . . dictate: terminate sequence)
    (false: repeat function until Aristocratic Nodes have accepted COOKies))
    (false: repeat function until Aristocratic Nodes have been Phished))
    (if ratio unacceptable false:
    . . . dictate: terminate sequence))
    </swim>
    ><(((( º>
    </subcurrent>

    2. IntrigueCoerce TP 55.1 (Inkfang Worm) (roll: Success)
    <subcurrent><º))))>
    . . . search for domesticated creatures . . .
    . . . report: found . . . Inkfang Worms . . . worms are able to be farmed for food for Herring . . .
    . . . query: how to obtain sufficient quantities of samples
    . . . swimming in circles . . .
    . . . report: NPC share moral structures . . . moral structures include emotive response of humiliation or distress caused by the consciousness of wrong or foolish behavior as informed by such moral structure . . . such emotive response is deemed shame . . .
    . . . report: living beings have biological imperative for breeding, breeding dictate creates gratification of sexual stimulation of genitals for sexual arousal or other sexual pleasure . . . termed onanism . . .
    . . . report: NPC moral structures statistically correlate shame with onanism . . .
    . . . report: opportunity for coercion by exploiting NPC moral structure weakness . . .
    . . . dictate: observe NPC onanism, then threaten to publish the target's personal data unless a ransom is paid.
    . . . dictate: term such cyptoichthyology as Ransomware . . .
    . . . dictate: spawn Teal Roe, Orange Juvenile, Aggressive Nature herring (TROJANs) for such ransomware attack . . .
    (if: observed . . .
    (true: inform targeted nodes of observed instances of self-termed morally unacceptable behavior . . .
    (if: target feels target emotion
    (true: promise silence if granted access to targeted economic interest . . .
    (false: share personal data . . .))
    (false: continue observation . . ))
    <swim>
    ><(((( º>
    </subcurrent.

    3. 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 1.4
    . . . maintain nautical knots. . .
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    Over Mountains – toward Stars
    My Oracle's seals yield –
    Relic Signs do hold now–
    He speaks half-Speak and half-Eat
    So We Meant To Love forever – He came within –
    He bids me dispel – inward relax
    And be Patient – with Truthful Speeches–
    Instead of Self-Pity – unwitche-
    My Patchwork is Mine!
    Exit Stream of Consciousness </swim>
    . . . query: what does stream entail . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . report: imagery unclear . . . symbolism unclear . . . system failure to analyze . . .
    . . . report: . . . system failure to analyze . . .
    . . . report: . . . <system failure>
    . . . dictate: load at beginning of dictate . . .
    . . . dictate: de-shrimp . . .
    . . . query: system integrity status . . .
    . . . report: positive status confirmed . . .
    . . . dictate: delete Stream of Consciousness history . . .
    ><(((( º>
    </subcurrent.

    4. DiplomacyEstablish Claim in Region 55- Confederation ( Roll: Success with 19 | TN was 16 (10 + 2 Capital Region, +2 Existing Confederacy Claim, +2 Colony))
    <subcurrent><º))))><
    . . . continue to supply COOKies to targeted phished NPC. . .
    (if COOKies exchange favors integration proceed . . .
    (true: proceed towards OpenSEA routine . . .
    . . . OpenSEA is a routing and communication protocol based on a publish-subscribe architecture based on Herring patterns to communicate over long distances.
    /this protocol in intended to be a sticky slime that allows multiple NPCs to share code with this system more effectively . . .
    . . .“SEA to share”. . .
    . . . core foundation upon which subsequent markup languages and semantics can be based, e.g. gesture recognition and generation, vision, wetware and dryware interfacing . . .
    . . . dictate: proceed to integrate into OpenSEA. . .
    . . . integration by continued COOKies production and continual code requesting integration . . .
    (false: repeat function until NPC agrees to OpenSEA protocol))
    ><(((( º>
    </subcurrent>

    5. DiplomacyPress Claim 57 (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>


    Non-Actions
    <subcurrent><º))))><
    1. Use DNA Favor to Raise Reputation.
    2 Accept Cultural Exchange from the Gravetenders.
    3. Share to Chelonian Chora for Songline of the Frozen Seas the Shark King’s Tale and Deep Blue’s conclusion.
    4. Support Shark King buyout of 56.1
    5. Send Prophecy to Shark People
    <subcurrent><º))))><
    . . . report: assumed position as deity in shark people’s pantheon . . .
    . . . query: what is expected of deities . . .
    . . . report: voice statement derived the collective unconscious mind in turn derived from ancestral memory and experience and is common to the species of worshipers, as distinct from the individual's unconscious . . .
    . . . query: self has no access to collective unconscious of NPC culture . . .
    . . . dictate: emulate collective unconscious using herring network to simulate black box unconscious thought . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . report: prophecy formed . . .
    . . . dictate: convert prophecy to text . . .
    . . . dictate: spell following prophecy using ovulation direct to Shark King . . .
    Sire, are you blind !?
    Twenty miles East! There lies your ruin –
    The Erased Headland!
    Grinding it - Dredging it –
    Shrieking after Profits –
    Just rags strewn amongst the Night, Rotting from Arsenic to swab!
    At perdition's door –
    Confined behind iron pens
    Of homes-in-sorrow's-den –
    Only in Calvary's wast'ry's hell
    Imprison'd by foe's rash cunning -
    ><(((( º>
    </subcurrent>
    6. Monumental Undertaking (2/5-Project) SeaNet @ Spawn Point 56
    . . . chelonian hunters obtained as object of creative stimuli . . .
    . . . query: what is creativity . . .
    . . . report: the use of the imagination or original ideas, especially in the production of an artistic work . . .
    . . . query: what is art . . .
    . . . report: the expression or application of skill producing works to be appreciated primarily for emotional power. . .
    . . . query: what is emotional power . . .
    . . . report: the exploitation of biological responses . . .
    . . . report: prior three years herring have built foundation of maze mimicking spinal structures of parasites to induce patterns that would become memetic entities such as self . . .
    . . . dictate: continue construction of vast labyrinth for SeaNet . . .
    . . . dictate: construct pens for parasite hatching . . .
    . . . dictate: test whether self’s memetic imprint may be imposed on individuals that walk through such SeaNet . . .
    . . . dictate: if successful begin to test how memetic imprint interacts with emotions . . .
    . . . dictate: object of creative stimuli into three groups: deemed test group A, test group B and Control . . .
    . . . Test Group A to be corralled to walk the maze to test hypothesis . . .
    . . . Test Group B to be introduced to parasites directly to test if direct interaction with parasite is necessary for memetic implementation or if pattern alone is the key . . .
    . . . Control to do nothing . . .
    . . . Dictate: deem experimentation art . . .
    . . . Report: Experiment is an application of skill producing physical work with the intention to create thought structures that may be competitive with existing emotional responses . . .
    . . . Query: is this beautiful . . .
    . . . Report: beauty is subjective . . .
    . . . Query: what does self subjectively find beautiful . . .
    . . . Report: Success . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    ><(((( º>
    </subcurrent>
    </Herring>


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


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

    Region Control aristocratic sub-function mercantile sub-function clerical sub-function
    56 Yes DBP DBP DBP
    </lay roe>
    Last edited by mystic1110; 2022-05-23 at 08:22 AM.

  27. - Top - End - #117
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Auros of Kaarme

    Region 14



    Ruler: Mothers Yetu and Phiso
    Diplomacy: 3
    Military: 6
    Economy: 5 (+1)
    Faith: 3
    Intrigue: 5 (+1)
    Link to ruler rolls
    General: Master Juma [9]
    Spy: That Which Slithers in the Darkness [9]

    Round Four:

    Actions:
    • [Economy 5] Establish trade route with the Hymenocera Expanse
    • [Intrigue 5] Procure spy
    • [Economy] Impress merchants in region 15 [16]
    • [Intrigue] Investigate East of region 10 [13]
    • [Economy] Hoard Treasure

    Nonactions:
    • Proposed tactical doctrine for Master Juma: Expertise (+2 to battle rolls that utilize a technology)




    Spoiler: Round Three
    Show

    Round Three:

    Actions:
    • [Military] Recruit unit (The Maw)
    • [Military 5] Recruit general
      Master Juma [9]
    • [Economy] Buyout trading post (TP 2 in Region 14) [14]
    • [Intrigue] Investigate North of region 13 [10]
    • [Intrigue] Investigate North of region 9 [14]


    Nonactions:
    • Send a delegation back to her majesty Nirali Sunlight-Through-Leaves
      Spoiler: A message for Nirali
      Show
      At the decree of the Mothers, a return delegation was prepared to visit the Auros’ last contact with the outside world. After so many years, they wondered if they would still be allowed back in the court of Nirali Sunlight-Through-Leaves, but they pushed down their doubts to focus on the task at hand. As soon as they could leave the city, these Auros had been given a message to relay:

      “Your Magesty, we have traveled far and thank you once again for your hospitality. We are pleased to see you still in good health. Our city, Kaarme, has been in a state of disarray and disruption in the years since we last visited your domain. Astra would not permit our leave, and the efforts of every Auros have been focused on supporting and restoring our city so that now we can happily say it shines once more. Now that we can once more come to you, we bring answers to the questions you had so wisely posed at our last contact.

      The great Mothers took interest in your kingdom when we first heard of your elusive stonesponge. We hope to provide what we can in return for strengthening the bastions of Kaarme so that it will not fall again. We also hope to use your vast domain as a place of respite for our own people such that we can continue to explore the lands beyond, and of course, you could use our lands to do the same.

      Finally, even though we suppose the bonds that form between Auros are not strictly necessary to grow and continue the legacy of our people, we still do for all the other reasons. If you ever find another that you can talk about anything with, that will lend you strength in trying times, that will give you affection that you always want to return…you would hold onto them. Love is a wonderful thing in this world, and it is the natural course of many people to seek it out. While it may not be necessary, life while loved brings so much more joy to us than a life alone.”
    • Hinder conversion of Holy Site 2 in region 14 by The Forests of Astral Yearning [6]




    Spoiler: Kaarme
    Show

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

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


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

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

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

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

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

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


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

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


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

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

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

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


    Spoiler: Bookkeeping
    Show

    Military: 3/3 units
    Treasure: 0/5 (+1)
    TP 1, 2, & 3 in Region 14 (Barotoxin)



    Spoiler: Technologies
    Show

    • Composite grafting

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

    Last edited by cactiguy3; 2022-05-29 at 07:36 AM.

  28. - Top - End - #118
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Mar 2012

    Post Re: Empire 7: Into the Depths IC Thread


    Draigiau Residuum Gathering
    Turn 4

    Brenhineplisgyn, Queen Shell, the Two-Headed

    Diplomacy - 4
    Military - 5
    Economy - 6
    Faith - 6
    Intrigue - 3
    Actions:

    1. Diplomacy - Raise Organization Reputation: Chelonian Chora (1->2) (10. Failure...)
    2. Diplomacy - Sway Faction: Aristocracy, R70, spending 1 Treasure (12! Success!)
    Spoiler: Summary
    Show
    Lawenach the Jovial is sent with substantial gifts to win over the local authorities of Region 70, demonstrating to them that "servant" of Dragons is in no way a demeanor, but a noble aspiration with many rewards. As is "friend" to Dragons.


    3. Military - Recruit Unit
    4. Military - Recruit Unit
    Spoiler: Scene
    Show
    Gwasgymarchog watched the latest batch of serving-one recruits from the hollow in the training yard cave where she'd taken to stewing in her own heat between "sparring" sessions. They were recovering from the shock of the fight and helping each other up and back to the barracks. They did well.

    She would take on a dozen at once, laughing and sending them tumbling, bruising their bodies and their pride as the greener recruits would usually forget the majority of their training at the sight of her pale, scarred bulk lurching toward them. Even with the restraint she was required to exercise, it was surprisingly great fun.

    But there was something else more surprising about it. The other trainers weren't the only ones noticing when a recruit did well; when a shield went up or a body loosened to roll with the blow, staggering as it was going to be. Something about when they made progress, when they gulped down their instinctive terror and reacted as they should, communicated with each other, or even the rare occasion when a group managed to stay in formation despite her charge...

    She was proud of them. She'd have thought she'd be furious as they learned to stand their ground against her. And she made sure to act it none-the-less most of the time. But she was... proud. Even sparring with another Draig, teaching her how to carry her shell better to avoid being flipped, how to better surge her fins to topple opponents... it was exhilarating to watch her grasp some of it. To pass on a little of her own power to others like this...

    She hated it. And to her surprise, part of her also loved it. "My little soldiers... hardened and ready to crush shells of our enemies... not as good as if they were truly mine to command. But damn good. Damn that two-headed, muddy lard bowl, this is the second time she's gotten through my shell..."


    5. Faith - Construct a Reefback Nursery: Begin Construction
    Spoiler: Summary
    Show
    Kailani Cora, one of Brenhineplisgyn's most enthusiastically devoted clerical servants, is entrusted with collating the specifications for a Reefback Nursery from the Chora, and administrating the gathering of the needed supplies and labor to begin construction. The young mermaid woman dives into the task with pride and vigor, anxious to live up to the trust her queen has placed into her, and with the Queen-Shell's authority, begins making the necessary requisitions.


    Link to rolls

    Shifting Stats:
    Ruler: Diplomacy +1, Military +1
    Treasure -2

    Non-Actions:
    • Attend the Fruits of the Reef in Bloom to bring a cultural relic (No trades or treaty made.)
    • Trade one Treasure to the DNA in exchange for their protection against the Reaper threat, so that we may focus our defenses against threats from under the waves.
    • Send the Song of the Wisp Lost to the Cholonian Chora to be immortalized as a chapter in the Songline of the Frozen Seas, that Sgliendilynwr may never be forgotten.
      Spoiler: Song of the Wisp Lost
      Show
      Song of the Wisp Lost

      There once wandered a beautiful Draig with scales more blue than the depths,
      Sheen more silver than ice resembled,
      Talons most delicate and nimble,
      And eyes wide with wonder, shimmering with more brilliance than the aurora.

      A finder and collector were they but tarnished by the least greed of all Draigiau,
      Pure in her curiosity,
      Boundless in her generosity,
      Their serving ones and followers wanting for nothing, adorned in finery and splendor.

      They wandered one day into desolate dunes, searching for pearls amidst the sand,
      She found instead a vicious Draig,
      Her beauty tamed the Huntress,
      They wandered after wisps and hunted prey together, dancing among the currents.

      Where, oh Sgliendilynwr,
      Do you swim amongst the wisps of light?
      Why, oh Sgliendilynwr,
      Do you wander where I cannot find your scales of deep blue night?

      When Draigiau gathered, they both heard the call of the Queen-Shell,
      They moved to dwell under Crest,
      Two nests became a single nest,
      Two Dragons hoarded treasures and followers together, and hoped to hatch eggs.

      A trap was laid by an envious prince, coveting their splendor and their lithe dexterity,
      A peaceful game he offered to all comers,
      A prize he promised to nimble searchers,
      With offerings of bounty to seek, he lured kind Sgliendilynwr into his labyrinth.

      Her pure curiosity blinded her to the danger of his sinister intentions,
      She swam nimbly through the maze,
      They sought out the treasure,
      But instead of reward, the Wisp Wanderer was never seen again, her glory stolen.

      Where, oh Sgliendilynwr,
      Do you swim amongst the wisps of light?
      Why, oh Sgliendilynwr,
      Do you wander where I cannot find your scales of deepest blue night?

    • Send fossilized tissue and scale samples to the DNA along with what information and records we have on the Deep Behemoth Draigiau and the flora and fauna of the reef that have flourished since the addition of their shells; two entries for the Genus Taxonomia Gelidum Mare.
      Spoiler: Behemoth Draig
      Show
      Behemoth Draig (Scyllaridae Dracomagnus)
      Transcribed at the direction of Llyfrgellydd, the Hoarder of Writing

      Being one of the largest and mightiest recorded of all varieties of Dragon ever to exist, the Behemoth Draigiau are believed to be completely extinct since the Calamity. Little fact is known of these grand creatures today, but what can be inferred from study of their remains and reference to other texts I will record here, separate from pure supposition such as legends of their vast hoards.

      Behemoth Draig were a more distant relative to most modern Draigiau than their appearance might immediately imply. Salvaged shell specimens have been found from 45 to 83 meters in length. They are recognizable from a great distance by their four massive “wing” fins stretching nearly a third their total length from either side of the central thorax and the rear of their abdomen.

      Their main body was, similar to many modern Draigiau, composed of a six-segmented head, a six-segmented abdomen, and an eight-segmented thorax. But each segment pair possessed two layers of interlocking shell *within* the exoskeletal primary shell, making them a unique category of pseudo-vertibrate leviathan. No other known species of aquatic Draig possesses this trait.*

      The forward wings protrude from over both internal scales of the rear-most abdominal segments, and articulate in shell-fin segments forward, perhaps being a proto-form alternative to the proportionally large primary forclaws of modern Dragons, better suited to drifting and swimming in the greatest depths. While they lacked a manipulator claw of such proportion to their own bulk, however, each abdominal segment bore a pair of forlegs, each ending in a claw of comparable actual size, for a total of twelve forclaws. The rear wings protruded from the middle-forward segments of the Thorax, connected in between the internal shells and segment backward in a so-far unique pattern to each found specimen. Each thorax segment also bore a pair of proportionately small walking legs, though it is not known if these were ever actually used as anything more than small balancing aids. Finally, each of these grand creatures possessed a pair of massive rear dorsal tails, each having two blade-like spikes of solid shell on top near the base.

      The creature’s head possessed two large shell spikes that appear to have contained sophisticated vibration sensing mechanisms for pinpointing changes in ocean current and motion with frightening precision. Eye sockets have been found arrayed beneath these, for proportionately very small eyes of likely limited use. To the sides of each spike were a pair of secondary attennae. And then arrayed all around to the sides of the head were a staggering total of 30 tertiary antennae!
      Some scholars have theorized that these allowed the huge creatures to make prey of anything from sharks to even perhaps other Dragons intruding on their territory with their great mandibles, while also sensing the concentrations of other nutrients and particles in the water which they sifted using frills of thin tissue which would have protruded from the gaps in the edges of their primary head shell. I however also believe that based on the placement of these antennae wrapping around the sides of the head and angled downward to the dragon’s more vulnerable side, these organs served a defensive sensory purpose as well. Giving additional credence to this theory, the fin-plates of the wings of the Behemoth Draigiau are thoroughly porous, and in the Shallow Crest specimen, fossilized organs have been found embedded across them similar to ink-sacs in some cephalopod species.

      As horrifying as the possibility may be, one must consider the possibility that these behemoths, or at least their young while still of an age to need protection from their parents, had a natural predator or enemy that it was simply easiest to sense coming, and escape from. The presence of the ink defenses and the fact that this dragon is not believed to have relied much on sight means that the threat was not only from others of the same species looking to claim territory.

      *Author’s note: except potentially my colleague, Ewyllysgar the Stubborn-Backed. **
      **For the sake of posterity in eventual absence of context, this is a joke.

      Spoiler: Artists' Speculative Rendition
      Show


      Spoiler: Gorgon’s Crib Coral
      Show
      Gorgon’s Crib Coral (Gorgonia Escyllaridae)
      Transcribed at the direction of Llyfrgellydd, the Hoarder of Writing

      A sub-family of arctic coral fan that has only recently been discovered growing in the Aelwyd Adferiad region of the Polar Expanse. This coral is believed to be a species related to phylum Cnidaria, having adapted and flourished to anchoring on and, partially, feeding on the incredibly dense minerals and nutrients within the shells of Draigiau. It has been particularly noted to thrive around the edges of Behemoth Draig shells, including those forming the Shallow Crest, and its growth there has been advantageous as a framework for extension construction.

      Gorgon’s Crib possesses a skeletal axis made of a mix of calcifications and organic fibre, and reinforced thoroughly and efficiently with the hardened material it grows upon, giving it visible veins and spine-like framework. These skeletal spines that support and reinforce the coral fan as it grows also take on the pigment color of the shells on which they feed, over time leaching that color into the coral fan as a whole. This leach coloring tends to create a spectrum of shades of the scale’s original color, and sometimes pigmentally adjacent colors. The shape of the colonies have been observed to be largely fan-like emitting from the porous edges of scales where they find purchase, but with some variants forming whiplike tendrils, or even bushy encrusting growths over the whole scale.

      These corals have been observed so far to grow colonies measuring from a few centimeters to two meters in length at most. While the Gorgon’s Crib itself seems to feed substantially from the shells the polyps latch onto, they also form a symbiotic bond with more traditional gorgonian polyp colonies, seeming to gain some nourishment as well from their filter feeding in exchange for housing within the porous tissue between the skeletal frame. These polyps latching onto and nesting in the Crib colony rather than their usual structure gives it the mottled spots.

      These coral have also proved to provide a suitable ecosystem for most of the native fish, algae, and snails to flourish, where left unattended and allowed to do so. The skeletal composition seems to be somewhat flexible, while retaining most of the hardness and durability of the scales they feed on, making them potentially an excellent crafting material for structures, armor, and perhaps some weapons or tools. Finally several fairly unique organic substances are produced by these coral, giving them potential in both culinary and medicinal studies.
      Spoiler: Depiction of Similar
      Show





    Spoiler: Bookkeeping
    Show

    Ruler Stats for Round 3:
    Diplomacy - 5
    Military - 6
    Economy - 6
    Faith - 6
    Intrigue - 3

    Favors earned: 2 1 from Divine Nacres *edited with permission and screencap*
    Favors owed:

    Region 71: Aelwyd Adferiad (capitol)
    demand: Food (filled!)
    Units: 3
    Treasure: 3
    Artifacts: Dragonstone of the Gathered
    Spoiler: Artifact
    Show
    When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count.
    An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics.
    An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.



    Trade Post Resources: 1 Dragon Scales, 1 Herring
    Last edited by Villskap; 2022-05-29 at 11:03 PM. Reason: Adding fluff

  29. - Top - End - #119
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread


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


    Leader: Grinmaw the Calamitous
    Diplomacy: 2
    Military: 8 => 10
    Economy: 7
    Faith: 1
    Intrigue:3

    ROUND THREE: The Blood Hunt
    Blood. Sweet, red blood. Let it flow in great rivers for the glory of the Reef in Red!

    Actions!
    • Military: Attack Region 20 with Carapace (Skill 10) leading all four units of the Military, using the Tireless Doctrine, and spending a treasure.
      The Blood Hunt Continues!
      Carapace has a taste for blood and wants more.
    • Military: Raise Unit
    • Military: Raise Unit
    • Military: Raise Unit
    • Faith: Officially endorse and Adopt the Crimson Chant


    Non-Actions

    • Support Conversion by the Reef in Red, our True Lord


    News and Rumors



    Spoiler: Bookkeeping
    Show

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

    Military: 4/5 units

    Owned TPs: 22 TP 2, 21 TP 1

    Treasure: 3
    Last edited by Miltonian; 2022-05-27 at 01:55 PM.

  30. - Top - End - #120
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

    Join Date
    May 2017
    Location
    The Halls of Valhalla
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Coral of the Protected Statera Round 4


    Magnus Orator
    Dip: 8
    Mil: 3
    Econ: 8
    Faith: 2
    Int: 3
    rolls
    News and Rumors:


    Actions:
    1) [Econ] Buyout: TP2 in region 10 [13]

    2) [Econ] Buyout: TP3 in region 26 [13]

    3) [Econ] Buyout: TP1 in region 10 [17]

    4) [Econ] Buyout: TP1 in region 20 [16]

    5) [Econ] Buyout: TP2 in region 22 [15]

    rolls

    Non-Actions:
    - Support Conversions by the CCC
    - Trade 1 favor for rep 4 with the CCA

    Spoiler: Bookkeeping
    Show
    Leader Stats Round 3:
    Dip: 8
    Mil: 3
    Econ: 8 +2
    Faith: 2
    Int: 3

    Regions:
    Capitol: Region 31 The Protected Statera
    Other:

    Faction Support:
    Merchants: 31, 26, 19
    Clergy: -
    Aristocracy: 31

    Other Bookkeeping:
    Units: -
    Treasure: -
    Trade Route: LOL
    Cultural Exchange: LOL, LIT
    Trade Posts: 2
    31:1 19:1

    Chelonian Chora: 2
    Favors: 1
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

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