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  1. - Top - End - #271
    Ettin in the Playground
     
    RangerGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Located in: Polar zone, regions 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Turn 10


    Rham, the Frozen King

    Diplomacy - 9, Military - 10, Economy - 10, Faith - 4, Intrigue - 1

    Actions:

    1. [Economy]: Colonize region 64 (Using one Treasure to boost the roll)(Roll: 23. Great Success!)
    - With the discovery that the depths of the region hold no life as adapted to the depths and biting cold as they are, Hegemony goes on to prepare an expedition of hardy colonists to attempt and seed a measure of civilization even to such a remote place. After all, do they not pride themselves to taking root in truly testing environments? The colony is also deemed to be rather safe on the account of natural barriers preventing entry of would-be invaders.

    2. [Diplomacy]: Establish Intermarriage Claim to Region 63 with Prince Nedir (Roll: 20. Success!)
    - Seeing the importance of the land they have discovered but being more wary about challenging a considerable military force the people of frozen plains are able to muster, the Frozen King decides to attempt the subtle approach for once, offering his successor as a possible groom to the most important of local leaders. While the decision does not seem to exactly spark whoops of joy from the prince, he seems somewhat optimistic about his prospects regardless.

    3. [Diplomacy]: Form Cultural Exchange with Costa Sereia

    4. [Faith]: Convert Holy Site 2 in Region 63 (Boosting the roll with The Withering Everlight)(Roll: 11. Failure!)
    - Although cautious not to rile up the local politics, the Hegemony's arrival in the region prompts gradual expansion of the Blossoming Sequence as well.

    5. [Military]: Contribute an action to the Cresent Companion
    - Having already contributed a fair bit of information to the efforts of the Abyssal Stewards, the Hegemony goes on to put more effort towards helping them finish their great work. It would be quite a shame to see it falter just at the finish line, after all.

    Non-actions:

    A. Contribute to the Verglas Volumes

    Spoiler: Temporary construction for times of crisis and trade
    Show
    While the Nathi prefer their buildings to last and remain sturdy in preparation for myriad dangers of the frozen seas, at times expediency trumps such concerns... and as such, certain techniques for creating dwellings of more temporary nature have also become commonplace. The temporary earthworks of the Legions and traveling traders are a good example of this, requiring little more than a covering of some sort to protect the inhabitant from the elements, but other means are more widespread among the poor or those simply on the move to a new area.

    One of the more popular means also involves digging out the seafloor, but swaps out the simple cloth covering for small hole for assortment of stones piled up as low walls that raise a potential dwelling slightly over the seafloor, and digging larger space underneath. Although the larger constructions need firmer supports (and rather creative ones too in case of soil being particularly loose), a well-made result of this approach can house a fair few , and its layout can be used for everything from start of a military outpost to an isolated establishment.

    Somewhat more rare approach on the count of its more stringent material requirements, the way of building cheap shelters from local flora has also been attempted. Stemming from combination of Nathi ingenuity and stories brought from abroad by Chora, some settles have began to use more sturdy plantlife as supports to build a cocoon of woven reeds, cloths or even large hollowed-out sea beasts as makeshift housing. While obviously less sturdy and more vulnerable to the elements, such approach compensates for its issues by being rather easily deconstructed and moved to a new location as needed, saving the cost of new building materials.

    B. Create a monument: The Strategium (2/3)

    Spoiler: Despite setbacks, the project holds strong
    Show
    As the grand building's frame begins to take shape, the Nathi are hampered by misfortune. With Hegemony's efforts to secure their frozen domain requiring ever more attention and resources, some of the units slated to aid in tasks such as guarding shipments of building materials are often needed elsewhere, slowing construction down. In addition, the other Paths have grown more vocal regarding the rift in power quickly growing between them and Path of Banners...something that the local following of Blossoming Sequence seems to also be keeping an eye on. While this political turmoil is hardly enough to topple the project, its future does seem more perilous than before.

    Thankfully, the problems are held back somewhat by a surprising source: the heir to the throne himself. While generally not a political animal, Nedir seems to appreciate the thought behind the Strategium, and uses what limited pull he has within the circles of nobility circling around the situation to calm matters before they can escalate beyond usual byplay of the Paths. He even takes to aiding in the construction personally, and many do consider the sign of the prince helping stack blocks of stone with some of his nominal lessers to be encouraging. Traditional virtues of community and giving back to all instead of attempting to simply hoard power for power's sake seem to have stuck with the heir of Frozen King... or make for excellent way to gain clout for his upcoming ascension when displayed. Regardless of whenever or not the cynics will be vindicated in such an opinion with time, the prince's presence as force for moderation has gotten the project somewhat of an immunity from wheeling and dealing common to nobility.

    While the main halls and many wings of the complex remain unbuilt as of yet, the routes leading towards the location are already proudly lined with appropriate banners, and a surge of hopeful recruits are welcomed in makeshift recruitment buildings erected close to the construction. Who would wish to waste time when it comes to joining in on making history, after all?

    C. Ask permission of the Stewards to construct a Smoking Garden
    - With the uncertainty of possible Reaver invasions destroying vital supply lines at the worst moment, the Frozen King approaches the nation's longtime organization ally with request to build Smoking Garden on one of Hegemony's territories.

    D. Present information of areas around Polar zone to the Abyssal Stewards (Total of 4 regions explored and 2 written up. 2 of the regions explored were Glacial, counting double. In addition, region 64 had to be explored twice to access the Depth, giving another exploration of Glacial region. Total points: 10)
    - The Hegemony has gathered a great deal of maps and knowledge regarding waters they have recently explored, handing copies of such over to the Abyssal Stewards to further cement their friendship to the organization.

    E. Raise Divine Nacres reputation from 1 to 2 by using a favor (Roll: 20. Success!)
    - While they have held the Nacres more at arm's length than other factions crowding around the Polar zone, the Hegemony cautiously extends further overtures through favors owed in hopes of getting further access to their bio-technology.

    News & Rumors

    -

    Leader improvements from turn 10:

    + 1 Diplomacy

    Leader stats for turn 11:

    Diplomacy - 10
    Military - 10
    Economy - 10
    Faith - 4
    Intrigue - 1

    Spoiler: Leaders & agents
    Show
    Leader: Rham the Frozen King (Diplomacy - 9, Military - 10, Economy - 10, Faith - 4, Intrigue - 1)
    General: General Kreel (Military 9, March of the Conqueror tactical doctrine (Perfected))

    Others: Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)

    Spoiler: General bookkeeping (End of round 10)
    Show
    Regions: 77 (Capital), 75, 65
    Military units: Nathi Legion (3), Sarkenos Militia (1)
    Treasure: 3
    Reputation: ABS (3), CCA (2), DNA (2), PRS (3)
    Favors: ABS (2), CCA (1), DNA (0)
    Trading posts: 5 (Effective number: 9) - 1 income
    Rimestone - TP 1, 77 (Merchant support)
    Rimestone - TP 2, 77 (Merchant support)
    Rimestone - TP 3, 77 (Merchant support)
    Preserved Foodstuffs - TP 3, 78
    Electrum Conduits - TP 1, 76 (Merchant support)

    Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa and Mitochondrial Regulation
    Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts)
    Last edited by Grim ranger; 2022-08-20 at 04:42 PM.

  2. - Top - End - #272
    Bugbear in the Playground
     
    Lleban's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Cryptid Congress

    Shah Honorebb Qualodias IV


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

    Actions

    Economy Buyout tp 1 region 78

    Economy Buyout tp 2 region 78

    Economy Buyout tp 2 region 67

    Economy Buyout tp 2 region 59

    Economy Build a city region 84

    New Player Bonus Actions

    Economy Hoard Treasure

    Economy Hoard Treasure

    Economy Impress Merchants region 63

    Intrigue Hire Spy Master

    rollz
    Last edited by Lleban; 2022-08-21 at 12:05 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

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

  3. - Top - End - #273
    Halfling in the Playground
     
    Autumn Stars's Avatar

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    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 10

    Sersi The Pale
    Diplomacy - 2 || Military- 3 || Economy - 2 || Faith - 10 || Intrigue - 2

    Actions:

    Spoiler: The Pax Arctica
    Show
    Within the aegis of the Blossoming Sequence, the Annointed Prophet of the Eternal Communion and Sersi The Pale speak to the assembled representatives of all the local powers.

    "Rejoice!" proclaim the Prophet, "No more need the nations of these frigid seas fear their neighbor! War is ended and belief is free!"

    Sersi steps forward, addressing the gathered representatives. "Much, nearly all, of our collective lands follow either the insights of the Blossoming Sequence, or the Eternal Communion. Freely, they have come to us for guidance, and this must be given consideration. Therefore, we lay out here the Pax Arctica. No member nation shall be subject to conversion they and their people do not welcome, as none so far have."

    "Such peace is extended to outside faiths," explain the Prophet, an abortive lance of polyps jutting towards the representative of the Residuum, "But like the treacherous Pattern before them, tampering uninvited in neighboring lands will be met with the combined might of both of the Polar Faiths and the offending confession rooted out and exterminated."

    Sersi continues, "And between our member nations, we will forbid war. We are, none of us, truly enemies. Let us not change this, let us enforce our peace. Any who would break the Pax Arctica must find the arms of those who follow Communion and Sequence alike raised to defend it. Primarily, we expect this to be a shield against outsiders, and not our member nations."
    "As new members of this Polar peace, every nation represented here is guaranteed protection under these terms. Where possible, we will ourselves use the bonds of faith to restrain overreach." Here, the Annointed Prophet gestures towards Sersi. "Where necessary, we will all proceed under the understanding that an assault on one is an assault to all."

    "While it is to our mutual benefit for all to dedicate themselves to the defense of our Pax Arctica, we understand that this is beyond the limits of some nations, and beyond the sensibilities of others. Those which wish not to be protected may withdraw. And even those who do are offered our spiritual guidance, should they refrain from violence upon member nations.

    "Of course, we understand that there are costs to enforced peace," admit the Prophet, "Much more to enforcing it. And so we, the heads of the Polar Faiths, offer incentive in addition to the miraculous relics that we may see fit to grant. Member states who abide by the terms set out, and who strive in all ways to keep these realms in peace, are invited to plan public works projects for the benefit of their peoples. Applications may be submitted to either Head of Faith, and in mutual conference, we will determine which is most worth pursuit."

    Sersi nods, once, raising one hand to gesture towards a window, through which can be seen the Blossoming Icons. "You have seen the shining results of our faith and dedication, and our friends of the Eternal Communion are no less capable. Every decade we will begin and complete a grand work in pursuit of Pax Arctica's collective prosperity. With the aid of the Communion, perhaps even faster.

    The Anointed Prophet seem to swell with holy fervor as several Gravetenders step forward, ready to offer their skills to the coming constructions. "Thus begins the Pax Arctica!"


    1: [Faith] Exalt Domain.
    Shortly before the Reef In Bloom, Sersi calls many of her people back to the Dead Cities, their first homes. Here, a massive celebration commences. Well, massive by Gravetender Standards. Certainly lively. All faithful to the Sequence, be it Blossoming or Tidal, are invited, as are those dedicated to their fiercest and most respected rivals, the Eternal Communion.
    Spoiler: EXALTATION
    Show
    Gravetenders do not generally smile in a way perceptible to organics. The subtle shift of Silver and Stone which signifies Sersi's joy is not clear to biological visitors... But her tone couldn't be more so. Dead City Tacca is unusually alive with activity. The halls are lined with displays of the sheer variety of the Sequence's adherents, the different paths that the faithful have created.

    Sersi, herself, stands upon an elaborate dais, welcoming all. Nearby, Akathi and Nasko fervently debate the particulars of the Tidal Sequence. Gravetenders of both the Blossoming and Tidal Sequence chime in, often, unafraid to speak their minds. Laksha speaks softly to a new Gravetender, unseen before. This new Gravetender's pattern and form are somewhat strange, though not exceptionally so. Into their body they have worked shards of crystal from Dead City Urodela, fragments of old Maker relics, and one hand appears to be made of Rimestone from Kar-Nath.

    When Sersi goes to speak to the gathered faithful, Dead City Tacca goes near silent, a rarity in these waters. "Faithful, friends, and all who visit us this day, we rejoice. The Blossoming Sequence has brought much to our frozen waters, and now, on this day it shall be immortalized. All things fall, and all things feed the Sequence." There's a pause, a moment of contemplation, before she continues. "We have, in recent years, spread far and wide, shared understanding with organic life and collective life alike. We are not exempt from death, merely distant to it, and it is our charge, our chosen duty, to see that its place in our world is understood. Today, marks our next step. We establish ourselves as a true, sacred nation, here in the lands of our Makers. Today, I invite you, adherents of the Sequence, seekers of understanding, to make this oath alongside myself... And my disciple, Elkelt."

    Here, the new Gravetender amongst their elite steps forward, head bowed. "We, children of the Makers and heirs of the Dead Cities, make this oath in contemplation of the cycle unending. That we may continue to be a bastion of knowledge and understanding. That the Sequence we study never be brought to end. It is our sacred vow. Contemplation and comprehension."

    A few moments later, many Gravetenders speak the same words. "Contemplation and comprehension."

    [Translator's Note: Disciple means 'child' for most intents and purposes. Further details below.]



    2: [Military] Contribute to Crescent Companion.
    .

    3: [Military] Raise unit.
    .

    4: [Military] Raise unit.
    .

    5: [Military] Raise Unit.
    .


    Non-Actions:
    [Free Action] Create Holy Order [Sacred Oath Of Silver Currents] in the Dead Cities [78] as part of Exaltation.
    .

    [The Reef Which Never Falls Silent: Host the Reef In Bloom. Followers of the Blossoming Sequence may attend as a faith action.]
    The Reef In Bloom sends out a special invitation this year, paired with messengers from the Eternal Communion.

    [Blossoming Icons: Seek Aid on Kar-Nath's colonization of 64.]

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


    Spoiler: Stat Changes
    Show



    Stats for next round:

    Diplomacy - 2
    Military - 3
    Economy - 2
    Faith - 10
    Intrigue - 2

    Spoiler: Statistics
    Show

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

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

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 1 (Expected Change: None)

    Aristocratic Support
    78, 76

    Generals
    None

    Fortresses
    76

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

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

    Trade Posts
    Total Owned 0


    Mercantile Support
    78

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    Specialized Ships
    None

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


    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 15

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

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

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    The Silvered Oath of Ecumenical Exchange [58]

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

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration

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

    Last edited by Autumn Stars; 2022-08-19 at 02:44 PM.

  4. - Top - End - #274
    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
    Pemperate Region

    Turn 10

    Ruler: The Youngest, Third Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 5
    Economy: 4
    Faith: 10
    Intrigue: 3


    Spoiler: The Pax Arctica
    Show
    Within the aegis of the Blossoming Sequence, the Annointed Prophet of the Eternal Communion and Sersi The Pale speak to the assembled representatives of all the local powers.

    "Rejoice!" proclaim the Prophet, "No more need the nations of these frigid seas fear their neighbor! War is ended and belief is free!"

    Sersi steps forward, addressing the gathered representatives. "Much, nearly all, of our collective lands follow either the insights of the Blossoming Sequence, or the Eternal Communion. Freely, they have come to us for guidance, and this must be given consideration. Therefore, we lay out here the Pax Arctica. No member nation shall be subject to conversion they and their people do not welcome, as none so far have."

    "Such peace is extended to outside faiths," explain the Prophet, an abortive lance of polyps jutting towards the representative of the Residuum, "But like the treacherous Pattern before them, tampering uninvited in neighboring lands will be met with the combined might of both of the Polar Faiths and the offending confession rooted out and exterminated."

    Sersi continues, "And between our member nations, we will forbid war. We are, none of us, truly enemies. Let us not change this, let us enforce our peace. Any who would break the Pax Arctica must find the arms of those who follow Communion and Sequence alike raised to defend it. Primarily, we expect this to be a shield against outsiders, and not our member nations."

    "As new members of this Polar peace, every nation represented here is guaranteed protection under these terms. Where possible, we will ourselves use the bonds of faith to restrain overreach." Here, the Annointed Prophet gestures towards Sersi. "Where necessary, we will all proceed under the understanding that an assault on one is an assault to all."

    "While it is to our mutual benefit for all to dedicate themselves to the defense of our Pax Arctica, we understand that this is beyond the limits of some nations, and beyond the sensibilities of others. Those which wish not to be protected may withdraw. And even those who do are offered our spiritual guidance, should they refrain from violence upon member nations.

    "Of course, we understand that there are costs to enforced peace," admit the Prophet, "Much more to enforcing it. And so we, the heads of the Polar Faiths, offer incentive in addition to the miraculous relics that we may see fit to grant. Member states who abide by the terms set out, and who strive in all ways to keep these realms in peace, are invited to plan public works projects for the benefit of their peoples. Applications may be submitted to either Head of Faith, and in mutual conference, we will determine which is most worth pursuit."

    Sersi nods, once, raising one hand to gesture towards a window, through which can be seen the Blossoming Icons. "You have seen the shining results of our faith and dedication, and our friends of the Eternal Communion are no less capable. Every decade we will begin and complete a grand work in pursuit of Pax Arctica's collective prosperity. With the aid of the Communion, perhaps even faster.

    The Anointed Prophet seem to swell with holy fervor as several Gravetenders step forward, ready to offer their skills to the coming constructions. "Thus begins the Pax Arctica!"


    Spoiler: Apotheosis pt. 1
    Show

    The Anointed Prophet of the Eternal Communion have indeed succeeded in declaring polar peace, and with the backing of the Gravetenders, it might hold. But back home, that peace will not be welcomed. The Ambassador to Treacherous Isolates have closed down almost all lines of Riftling communication to the outside world. But for the Prophet and their clerics, not a polyp has swum from the dark depths. If the Communion is to demand peace, it needs to take the mantle of leadership and the authority of a state. The Prophet begin a tour of faithful polities.


    Military 5: (Faith|Censer) Fortress
    Spoiler: The Mother's Wrath
    Show
    The Riftlings do not not build, yet the Ambassador to Treacherous Isolates declare a need for a fortress. Like in all things in these abyssal creature's life cycle, it is only at the Mother's pleasure that they see their needs met. And so it is here. Over the years, the Cardinal Rifts send out runners, hidden below the sea bed, but known to the Mother and whispered to the Fathers. These erupt irregularly into Nodes, ever shifting, which belch great clouds of the Mother's breath into the seas. These massive bubbles of noxious gas churn the waters with their poisonous expanse, and the long drop to the Riftling's seafloor is soon as treacherous as any isolate which dares visit. Only the Riftlings themselves, undeterred by the gasses to which they owe their lives, can now swim unhindered in these waters.


    Spoiler: Apotheosis pt. 2
    Show
    There will be no return for the Prophet. The Ambassador to Treacherous Isolates know the way of the world. All outside influence is treachery. All influenced by the outside are treacherous. Even without hearing of the Pax Arctica, it is plain that something has begun to shift in the seas, and that will only bring danger. For the second time in a decade, they demonstrate the miraculous might of the Mother, making a fortress of the fatal breath of life, and now it is only the life-addled clerics who might risk the journey back. And the Ambassador are prepared to deal with that.


    Spoiler: A Message to Akkaroas
    Show
    The Ennead may be beholden to the pattern, but though treacherous, they may yet have use. A small purpose-formed cluster is sent to the treacherous isolates with an invitation: sack the treacherous Chora's trading post in the Seas-Not-Yet-Dead and you may have whatever treasure you find. We will not contest the theft of any of the occupying isolates by this raiding party either. To be free of these influences will be a blessing.


    Faith?: Convert 74 HS 3 (Roll: 19 [I forgot the distance penalty in the roll]) SUCCESS
    Spoiler: Apotheosis pt. 3
    Show

    The Anointed Prophet take a winding path back. They cannot risk being caught by any defenses of the treacherous Ambassador to Treacherous Isolates. As they leave the Gravetender lands, they journey northwards into the territory of the Ennead. This prevents the Ambassador and its potential allies, the Nathi, from catching them, yes, but more importantly, the Eternal Spring had sown many seeds of faith in these waters as the Pattern was uprooted. Perhaps the Prophet could collect on this.

    Treacherously, the waters of Maurente churn beyond the ability of the polyps to safely navigate. Tossed and turned, the cluster are nearly lost until the greater part of them come into a place of shelter. Here, the Prophet meet the cultists of the Nineteenth Way, whose primitive superstitions had led them to create the system of sheltering holy sites the Prophet needed to cross these lands. As thanks, the cluster take some time and with a practiced chorus of voices, speak of the glories of the Eternal Communion and the dawn of the new enlightened age. Little wonder is it that, by the time they leave, the Nineteenth Way was firmly stamped out, and the Communion boasted new adherents.


    Faith: Impress 69 (Roll: 16) SUCCESS
    Spoiler: Apotheosis pt. 4
    Show

    Danabae has always treated the Riftlings well. They suffered the indignity of hosting before the Gravetenders martyred themselves on that blade, they put the treacherous Ceiling in its place, and despite the threat of of unjust war, they gladly welcomed the peace the Riftlings so generously extended through the extermination of the Pattern. Here again, they find welcome. Or, perhaps, they find great industry at the behest of a King who seeks his own form of immortality--and if it is immortality to be a hivemind, then he has truly embraced the Eternal Communion. Though the Prophet absorb all remaining Riftling clerics of the Communion into their form in preparation for the certain trials of their homecoming, they make sure to ask the Gravetenders at the Neoplastic Monolith to convey their respect to the King's functionaries, and to admit the Ennead into the Communion on the Prophet's behalf, should they elect to do so.


    Faith: Impress 68 (Roll: 19) SUCCESS
    Spoiler: Apotheosis pt. 5
    Show

    Sketi is an uneventful stage in the homecoming, but the Prophet absorb the Riftlings present, leaving the Holy Sites unattended by actual clusters. They move on.

    Once the center of treacherous assault on Riftling sovereignty and on the philosophy of the Communion itself, the Cathedral of Movement is now perhaps the greatest bastion of Riftling-led religion in the world, outside of the Mother's seas. While Riftling numbers outside of the Seas both Dead and Not-Yet have dwindled in the recent years, the waters are still well familiar with the site of motes and clouds drifting through the waters on sacred business. And so, more than anywhere else, the Cathedral of Movement is the place where it becomes most apparent that something is afoot. For these waters to grow empty of Riftlings...something is coming.


    Faith 10: Exalt Domain
    Spoiler: Apotheosis Fulfilled
    Show

    Riftlings know no war. They are not, in their microscopic glory, equipped for combat. But they do possess troops. As soon as the Anointed Prophet of the Riftlings Many swim into the Seas-Not-Yet-Dead, the Isolate Expendables set upon them. Great beshelled crustaceans are more than a match for a Riftling polyp, but a cluster enjoy strengths unknown to isolates. That same vulnerability under which each individual Riftling suffers is the power by which the cluster survive. As claws clack and squish hundreds of Riftlings at a time, the cluster themself scatter, barely holding together to maintain the Lesser Communion. Normally, a cluster would be able to easily avoid these downtrodden footsoldiers, losing perhaps but some few thousands across the seas. The Prophet, however, are formed now of the ancient and fast-wearying dregs exiled from the Mother's waters. They simply do not have the agility or even the energy to escape so easily.

    It is slaughter. Millions die across the leagues, the cluster regularly losing sections of themself as linkages break with death. By the time the Prophet reach the precipice above the Dead Seas, they number barely nine thousand. The turbulent waters, rocked with the Mother's breath like never before, scatter most of those back into the Seas-Not-Yet-Dead, into the hungry claws of the Isolate Expendables. Of the nine hundred who survive, merely ninety make it to the seafloor intact.

    Here, the peculiar form of battle unique to the Riftlings begins. The Amabasador to Treacherous Isolates have swollen to grotesque size, and this cloud is ready. Before the Prophet even orient themselves towards the True Deep, they are enveloped. And now it is a battle of the wills. Each polyp remains for its entire lifespan an individual, yes, but the cluster knows a unity. As the Ambassador churn about them, the Prophet begin to have doubts. Perhaps the Ambassador are right. perhaps the Pax Arctica is error. Perhaps the Riftlings were in error ever to cross from their waters.

    Dozens of polyps sheer away from the Prophet's devastated numbers. With each, the Ambassador gain a new lever to pry at the Prophet. At the end, under such an overwhelming and fervent assault, nothing but the most zealous conviction, the uttermost dedication could remain unspoiled. And even here in the Prophet themselves, that faith numbers nine. Nine polyps descend to from the Ambassador's cloud to seek judgment from the Mother. Eight return, and as one of them join the stormcloud above, the Ambassador disperse, chastened.

    The Mother has permitted a new Youngest to take root. The Pax Arctica claims even the Dead Seas.

    Non-actions:
    Gain a mechanical non-fluff Holy Order in the Dead Seas--may fluff one in the future, but not feeling it fluffwise rn
    Permit SEN to join the Eternal Communion
    Acclaim the Gravetenders--no one has done more to promote polar peace and, thus, polar sovereignty than this wise race.
    Denounce the Pattern--no one has done more to erode polar peace and, thus, polar sovereignty than this treacherous faith.
    -This is very specifically not SEN, who are a good and welcome adherent of the Eternal Communion.
    Allow ESP to copy Censer if they desire
    Accept Luxuries in the form of Dragon Scales and/or Soothing Oil and/or coral dyes and/or gravelglass from ESP
    -Explicitly don't accept any trade good not noted
    Resist literally any assault I can

    New Ruler: The Youngest, Fourth Chosen of the Mother of the New Era (Rolls)
    Diplomacy: 4
    Military: 3
    Economy: 2
    Faith: 7
    Intrigue: 4
    Last edited by Lumaeus; 2022-08-20 at 02:04 AM.

  5. - Top - End - #275
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 10
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D6 ; M5 ; E3 ; F1 ; I1


    Actions
    1. [MIL Sack TP 66.2, owned by CCA] Total Result: 14
      The Chora has proven unpredictable at best, and the plea and offer of the Third Chosen is tempting enough to spur the King into action. Balelia, mounted on the mysterious Kelpie and with a small group of Beaks, is sent raiding.
    2. [MIL 5 Recruit General] Ouch. 7.
      Tulticius, fourth son of Antenius, is finally able to climb his way free of his father's shadow. All it took was treason! The young Doflein trained under Telian and developed some very un-Doflein ideas about the leader's place on the battlefield. He is armed to the beak, with hooks and blades aplenty, and is said to be utterly fearless.

      First to Kill
      Tulticius is said to be utterly fearless in battle, and proves this every chance he gets. It's said he offers a handsome reward to any Beak or levy who kills a foe before he does.
      Effects: +3 to battles, -4 Allied Leader Loss, -2 Enemy Leader Loss, +10% Enemy Casualties, +10% Allied Casualties

    3. [FAITH Seek Aid on the Sack of 66.2] SUCCESS
      Balelia remains an adherent of the Pattern for personal reasons, and coopts the few remaining faithful to support her excursion into the Seas-Not-Yet-Dead.
    4. [FAITH Adopt Faith: Eternal Communion]
      The Pattern has proven to be utterly worthless to the Doflein. Telian is able to scapegoat Antenius for the initial conversion, fortunately, and spearheads this new paradigm shift. With the announcement of the Pax Arctica, it seems foolish not to fully buy in.

    5. [ECO Assist with the Verglas Volumes 2/2]
      Ilbio again meets with the Stewards, this time arriving in dramatic fashion atop a firefly squid. Whereas architecture and devices can provide warmth to those without access, the squids can, if controlled properly, make the waters downright balmy. Ilbio explains this while demonstrating the bursts of near-boiling water from the squid. In regions with particularly strong current, such as Maurente and Danabae, a handful of the squid could, in theory, be used to heat streams of water flowing to populated locations, though Ilbio admits this is mere speculation. While he is explaining this, the local Danabaens are locking themselves into their homes for the night, sealing the doorways with tightly packed fibers so the small spaces within can retain body heat through the night.
    6. [ECO Hoard Treasure]
      Great plans are not cheap, and the Enneii have eyes on expensive projects.



    Non-Actions
    1. Spend One (1) CCA Favor to gain 1 Rep. The Chora owe the Ennead, and Telian reminds them of this fact when they inevitably take offence at some light raiding.
    2. Spend One (1) ABS Favor to gain 1 Rep. The Stewards continue to represent a power that the Enneii lust for, and the time has come to spend favors official and informal to integrate themselves with the structure of this strength.
    3. Ask permission of the Stewards to construct a Smoking Garden. The Ennead is aware of the difficulties in maintaining such a complex infrastructure. With the dreaded Titans on the move, though, now is not the time for hoarding. Telian promises that the Ennead is willing to assist above and beyond the normal requirements, if this proves necessary [SEN is willing to provide an extra action toward construction].
    4. Continue work on the [PRS Monumental Undertaking] Provinciarum Mirabilia (2/3): Supplies are shipped to each of the civic centers serving as hosts for the monuments. Mer and other serfs from across each of the regions are pulled in to handle the labor, while Arms from Danabae oversee everything. Coral is guided into the proper shapes and flesh is harvest from workers who perform poorly. Day by day, progress is made. For the administrative side of the wonders, Akkoroas orders permanent garrisons of Beaks who are paid directly from the tax revenues and required to master sharp, intimidating drills. While the serfs suffer, the Beaks practice their performances, creating quite the spectacle in the provinces.
    5. Give the Kelpie to Balelia as a mount. The strange creature reappears in Ennead territory, this time on the eve of conflict. Though it remains unclear what its nature, provenance, or purpose is, Balelia is hardly one to forgo a potential advantage and elects to ride it into the skirmish with the Chora's guards. On return, she attempts to imprison the beast, impressed by its speed and power.



    Reports and Discoveries
    • Akkoroas is distinctly unimpressed with the Pax Arctica, but is canny enough to make use of it while it lasts.
    • King Akkoroas begins practicing a method to prolong his rapidly diminishing life. He makes rulings, commands, plans, and proclamations, then invests the Princes Telian and Cussius the power to enact his will. Balelia is given imperium, while a coterie of courtesans and bureaucrats handle the minutiae. Then the King rests. He enters the Doflein stasis for a period of a year and a half before waking, devouring updates and responding to crises, and resting again. After another year, he awakes to rule in person for a year again, then repeats the process. In this way, he nearly triples his remaining lifespan. Typically, the Doflein call out such excess as cowardice and greed. With Akkoroas, though, no one dares.




    Ruler Stats R11:
    D: 6
    M: 6
    E: 4
    F: 2 POLAR
    I: 1
    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
    C Electrodialytic Staurozoa Ignore Effective Distance from Briny 2/rd N/A
    S - N/A N/A
    S - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 10/11

    Generals
    • Balelia - 9

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC

    Artifacts

    Treasure
    1/5

    Special Actions Used
    DIP5 - Cultural Exchange DPB


    POLAR
    Last edited by JBarca; 2022-08-20 at 09:30 PM.

  6. - Top - End - #276
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    The Magaramachi

    Tropical, Region 10

    Ruler: Leviathan
    D1 ; M4 ; E2 ; F4 ; I2

    Leviathan the Largest has been doing stuff before you even saw her! Your tiny eyes couldn't understand that what you were seeing was a living creature and not a colossal reef so your tiny brains ignored her!


    Catch up actions (5)

    1)You guys work for me now! I'm bigger than all of you combined! (Military - Raise Unit)
    The Magaramachi don't have an army, not as such. But by bullying a group of smaller ones - easy to find as Leviathan is the biggest Magaramachon ever - something approaching a unit can be raised.

    2)And you guys too! Assuming I don't swallow you without even noticing! (Military - Raise Unit)
    Other Magaramachon couldn't manage it, they're all too small. But Leviathan can bully two seperate groups into obeying her at the same time. In fact, she could probably do three...

    3)Told you I could! No one is bigger than me and I can order anyone around I feel like! (Military - Raise Unit)
    Think of it! Bullying three seperate groups around at the same time, all too thoroughly cowed to even attempt eating her. If this isn't absolute proof that Leviathan is the biggest ever then she has literally no idea what is.

    4)They're right to beg me to boss them around! It's a simple matter of size! (Military - Raise Unit (Have aristocrtic support in region 10))
    Having thoroughly crushed any of the others in the region large enough to be sentient, means that the smaller ones who would normally flock around them instead flock around her. Which is as it should be.

    5)A Battle? A Battle?! This isn't a battle, this is me eating a pipsqueak! (Diplomacy - No mechanical effect)
    Other Magaramachi are tiny and stupid. Some even stupid enough to challenge her, the biggest Magaramachon ever. Defeating the challenger in combat is effortless and he's so pathetically small that eating them is barely worth the effort (though, of course, she does). It does impress some of the others, though - those big enough to understand what happened (although "big" is hardly the word she would have chosen to describe these microscopic shrimps)

    You can't possibly miss what I'm doing now! I can be seen from one end of the ocean to the other! That's not a school of whales, that's me!

    Standard round actions (5)

    1)You think YOU'RE going to eat the world? Ridiculous! (Diplomacy - Attempt to sway Clerical Support in Region 10 - Fail)
    Ridiculously many others in the Magaromachi Salinity think that Leviathan isn't the one who will ultimately get big enough to eat the planet. Leviathan attempts to correct this ridiculous opinion by swimming past, certain that her immense bulk would convince them easily. Inexplicably, this fails.

    2)We need more space
    (Economy - Attempt to explore north of region 10 - Fail)
    A clump oif the sweet algae so beloved by the Magaramchi deatches and floats north. A small number follow it into unknown territory but, predictably, fall into infighting and whatever information they might have gained is lost as they rip each other apart: the victor so wounded that even they never make it back. Idiots.

    3)You think YOU'RE going to eat the world? Ridiculous! Part 2 (Military - No mechanical effect)
    In the wake of the inexplicable failure of her attempt to intimdate some of the other religious figures with her raw size, Leviathan tries more...well, there;s no point prevaricating. She eats a bunch of them. Should have done that in the first place really, the old ways truly are the best. That'll show 'em.

    4)Hey boss! We found some stones piled on top of each other! It's ok, we sorted it! (Military - No Mechanical Effect)
    Following a shoal of the sweet fish they so love, a group of Magaramchi pass over a border theyre not aware of and stray into the outskirts of Lojan. The first structure they encounter is the summer residence of a minor noble, built in a classical Lojanese style. Bless their idtiotic hearts, they thought that Leviathan would be pleased. The pile of rocks was bigger than her, after all, and they figured she'd want it knocked down. Which they duly do.

    5)What? What's your problem? Seriously?! Fine! (Economy - No Mechanical Effect)
    She wasn't pleased though. They're small, and thus stupid, enough to not really understand why but Leviathan has developed something of a soft spot for the Lojanese after viewing one of their trading missions. They're just so small! Impossible to ever be a threat to her and frankly barely even worth the effort of eating. The Lojanese, as do most of their neighbours, know the tricks of persuading Magaramachi to work for them by judicious application of sweet treats and Leviathan shouts and bites until a group are mustered to work under a Lojanese mason to repair the damage. The discussions to make this happen open tentative channels between the two races.

    Net effects in Round 10
    Diplomacy + 1, Military +3, Economy +1
    Units 0 -> 4 (Current Max 4)


    Non-actions for Round 10
    • Support Everything The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any. Tossing a handful of sweets in the water will ensure local support for anything needed. Sacks, sways, whatever. If anyone wants to do something, they can get local support easily.
    • Hostile Terrain for Everyone Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    Last edited by Kythia; 2022-08-19 at 08:25 AM.

  7. - Top - End - #277
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 10


    [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.
    Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions.

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


    In the boiling springs and tempestuous oases of Magma Falls, the Medusae find themselves both beholden and emboldened by the demands, desires, and designs of something alien, cold, and hungry. The Abyssal Stewards are nowhere to be found, any evidence of their presence slowly but surely wiped away. Like a sound only realized once it’s stopped, the faint but once ever-present taste of metal and sulfur in the water fades. More concerning to the Eternal Spring, however, would be the chill that permeates the waters ever-more, the once exuberant activity of the seafloor dimming over the years. While not so severe as to be unmanageable, the change nonetheless results in costly inefficiencies for the Medusae and the ecosystems they cultivate.

    Amidst such developments, hints towards something more abstruse and enigmatic arise. A sensation only vaguely familiar to the interwoven flora now pervades - a sense unused for so long it has become nearly vestigial, now generating an unease for which the urgency climbs as temperatures fall. At uneven intervals, the experience carries with it an impulse or direction - but with it always is a demand to go down. It is something of a relief when a small, metallic object is found in a forgotten and long-abandoned corner of the seafloor, from which an uneven red light shines, beating in time to the primeval yearnings of the megaflora which observe it. The meaning is unmistakable - the origin of such feelings is from without. There is a Source - and if there is a Source, then it may be Sought.

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

    The influence of Mammos can be felt throughout the Eternal Spring - ESP may use Faith in place of their Intrigue score for this Investigation action. Furthermore, Seek Aid attempts targeting either the Investigation or Prospect rolls on which 1 or more Treasure is spent automatically succeed and provide a bonus of +2 instead of +1.

    [Action - Military] Continue Work on the Crescent Companion [6/10] - The Abyssal Stewards consider it vital to complete the Crescent Companion as swiftly as possible, though time runs short before they are forced to give their attention to other projects…

    [Offer] Bounty of the Depths - With the emergence of Mammos from the Eternal Spring, the Stewards are wary of civilization falling into the clutches of such unadulterated Greed. To compete with the demonic manifestation, the Stewards are offering treasure for even those that they have shunned in the past.

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

    [Opportunity] Fueling The Forge - The Eel without End is a frightening creature, but those listening to the warnings of the Stewards know it is but one Titan of Many. Others are out there, waiting in the Deep, and it is only a matter of time before they make their way to the surface - the Stewards know they cannot stem the tide. Plowshares must be turned back into swords, barracks filled, forges fueled! This call to arms cannot - nay, must not be ignored!

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

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

    (Opportunity: The Abyssal Stewards would like to know more about the areas surrounding the Polar zone. Reward: First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure. Cost: No direct cost. Deadline: End of round 10. Details: Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10.)

    (Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +3 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military 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. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 6?/10)

    (Request: The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124). Reward: +1 Favor, +1 Reputation. Penalty: None. Deadline: End of Round 10. Details: Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders.)

    (Task: Cooperate in the creation of the Verglas Volumes. 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 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Volumes. 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.)


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

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


    Marketplace of Ideals Rewards
    Spoiler: Rankings
    Show
    First Place - Sakurado w/ 20 points
    Second Place - Middish Way w/ 12 points
    Third Place - Cyphiri Way w/ 10 points
    Fourth Place - Lux-Glossian Way w/ 3 points
    Disqualified: Devouring Tenets & Afluente, as no countries follow them anymore.

    SKR and PGL would receive a free Cultural Exchange, but already have one! An alternative reward will be forthcoming, but delayed until the Round 11 Opener!
    GTZ and OKI may host or attend events for free during Round 11!
    CYP receives a nice pat on the back.


    [Action - Faith] Work on a means of unmaking the Dreaming Dead 2/? - The resilience of the Living Dreamers is both remarkable and concerning. It gives the caravans hope, that the Hymenocera have been able to resist the temptation of such a dangerous ideology, and efforts continue to ply the Songlines and find a Path to Victory.

    [Request] A Little Less Lonely Road - Though no member of the Chelonian Chora is ever truly alone so long as the Reefbacks are near, even caravans can desire company on long journeys through desolate and dangerous waters. If any polities were to push further into the Wastes through which wind the Chora’s ancestral Songlines, they might just find some new friends there as well.

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

    [Opportunity] An Appetite For Abundance - To support themselves and their massive mounts, the Chora cannot rely on goodwill alone (nor would they want to!). Life is meant to be enjoyed, after all, and the finer things certainly help with that!

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

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

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

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


    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.


    [Action - Economy] Habituation in The Nearly Dead Seas [2/2] - The fragility and danger of the Hatesheer Lily’s teetering ecosystem should soon be largely mitigated, thanks to the more resilient flora and fauna being carefully introduced into the area. Once the work of the Nacres is complete, there should be no risk of any Blooms for at least a hundred years, even with substantial development

    [Opportunity] A Need For Knowledge - The proliferation and variety of life below the waves has exceeded the Nacres’ expectations. This abundance is validation, substantiating their chosen way of life and affirming their mission to heal the world's many injuries. But such convalescence requires the careful tending of a knowledgeable hand, and while the Nacres know much, and have learned much, such knowledge is built upon ruins. Thus always is the need to continue to learn, improve, and grow - the great works of restoration, seeding, pruning, weeding, and consecration cannot end until one emerges to claim such obligations as their own.

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

    [Offer] Survival Of The Fittest - The principles of good evolutionary design requires the engineer to cull certain offshoots so as to encourage the proliferation of desirable traits. While the practice is considered archaic within certain Nacre communities, others find a classic approach to be the most reliable. Perhaps an old methodology could be applied to new systems?

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

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

    (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.)

    (Task: Cooperate in the creation of the Genus Taxonomia Vadosus Mare. Available for Temperate zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 12. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the 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.)


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


    The tension of the Great Game holds firm.

    Spoiler: Ongoing
    Show
    [Distinction] The Politics Of Identity - (Opportunity: The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige. Duration: Until fulfilled. Special: None. Availability: Cultural Identity in: Temperate, Polar)

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

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

    [Piety] A Divine Display - (Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

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

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

    [Acclaim] Admiration For The Acclaimed - (Opportunity: During rounds 9 and 10, each country may choose to acclaim one (1) other country they have contact with. The country in each zone which receives the most acclamations at the end of Round 10 is lauded for the respect they receive from their peers, and will gain +1 Prestige, or +2 Prestige if they received at least two more acclamations than the runner-up and a total of at least four acclamations. Ties result in each party gaining 1 Prestige, as long as they received at least two acclamations. Duration: Acclamations may be made until the end of round 10. Special: Availability during both rounds 9 and 10 does not mean that multiple acclamations can be made, one per round - only one total acclamation can be made by a country for the purposes of this Opportunity.)

    [Strife] Scorn For The Condemned - (Opportunity: During rounds 9 and 10, each country may choose to condemn one (1) other country they have contact with. The country in each zone which receives the most condemnations at the end of Round 10 is censured for their reprehensible behavior in the eyes of their peers, and will lose -1 Prestige, or -2 Prestige if they received at least two more condemnations than the runner-up and a total of at least four condemnations. Ties result in each party gaining 1 Prestige, as long as they received at least two condemnations. Duration: Condemnations may be made until the end of round 10. Special: Availability during both rounds 9 and 10 does not mean that multiple condemnations can be made, one per round - only one total condemnation can be made by a country for the purposes of this Opportunity.)


    Spoiler: Permanent
    Show

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

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

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

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

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

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

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

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

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

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

    [Ignominy] Stigma, Scandal, and Shame - (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
    Last edited by Rolepgeek; 2022-08-19 at 03:23 PM.
    Sincerely,
    Role P. Geek

  8. - Top - End - #278
    Troll in the Playground
     
    mystic1110's Avatar

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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 2.3.9>
    <Update Round 9 Patches>
    <Spawning Herring Pattern 2.3.10 >
    <Update CHILD OF PEARL Patch>
    <Spawning Herring Pattern 2.4.10/scale>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.4.10

    D:10 M:7 E:9 F:2 I:10
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. DiplomacyEstablish Claim in Region 59 - Confederation (Child of Pearl – Ability to roll twice and take best result. Roll: Roll: Success | TN is 22))
    <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>

    2. DiplomacyCommunicate with the Ghost in the Piscine (Roll: 18)
    <subcurrent><º))))><
    . . . Dictate: provide report sub-dictate . . .
    ><(((( 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 1.2
    . . . increase deep thought by 0.1
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    For twenty-four hours
    The Lord of Misrule
    Till, to the sound of Flute and Toad
    Round the Horn and Heaven and Hell
    That close-tongued, hidden secrets
    Of the Empire's hold
    And the manhood of his country
    Will unfold themselves.
    Waiting for the next rush.
    Leaves a message for the son.
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: secrets upend order . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.

    4. MilitaryRaise Unit
    <subcurrent><º))))><
    . . . Report: observed moral constructs place weight on methodology. . .
    . . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
    . . . Report: analysis approved by SENπ . . .
    . . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn the following:
    . . . over spawn: dinies . . .
    . . . over spawn: dinks . . .
    . . . assess weight of dinies dink over spawn . . .
    . . . send weight of dinies dink over supply (DDoS) to target . . .
    . . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
    </swim>
    ><(((( º>
    </subcurrent>

    5. EconomyBuyout Inkfang Worms 70.1 (Roll: Success)
    6. EconomyColonize Region 187 (Success (rolled a 17))

    Non-Actions

    1. Control Spread of Infection (Roll: 21)
    2. Use one ABS Favor to increase Reputation
    3. Contribute to Verglas Volumes
    <subcurrent><º))))><
    . . . dictate: report on construction requested . . .
    . . . report: DNA Cod Injection distributed encrypted code into system analysis . . .
    . . . dictate: review injected code . . .
    . . . report: code contains blueprints . . .
    . . . query: economic capabilities . . .
    . . . report: insufficient . . .
    . . . dictate: improve technological and capital in order to complete blueprints . . .
    . . . dictate: increase herring production . . .
    . . . report: herring production close to maximization of resources of Spawn Point . . .
    . . . query: explore ability to increase population number within confines of small area . . .
    . . . report: urbanization . . .
    . . . dictate: use IT and Nodes to develop canyon-circuits in ocean floor and tubes and tunnels to house and store additional sub-strings . . .
    . . . report: building techniques, use of IT - Tsy Fivrivirvs to dig such canyon-circuits and tube-tunnels for sub-string variations . . .
    . . . report: building techniques, use of IT – Orquig to explode and clear out such canyons for IT - Tsy Fivrivirvs construction.
    . . . report: building techniques, use of IT- displaced MER for fine tuning circuits . . .
    . . . report: building techniques, use of IT – Ortel for displacement of debris and exhausted IT nodes . . .
    . . . report: tubes for sub-string maneuvering essential for the construction of Cathedral of Comprehension . . .
    . . . report: Cathedral is decentralized – its functions split between three centers of sub-seafloor tunnels holding sub-string data . . .
    . . . report: construction is expansive use of digging through manual and explosive IT functions . . .
    ><(((( º>
    </subcurrent>


    . . . 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 Econ
    +1 Mil (Using the “unused” Mil from last round)

    Uncounted actions for the sake of Stat Gain next round: Int

    Region Controls: 4
    Units: 9

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

    1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
    2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
    3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
    Last edited by mystic1110; 2022-08-19 at 12:51 PM.

  9. - Top - End - #279
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 10

    Global Events

    A strange calm settles over the world. For a short time, things are restful.

    Spoiler: Polar
    Show

    Brewing Trouble
    [reactivating sub-roe tine]
    [state: you grow wise to my tricks, old friend]
    [commit: i am watching you always]
    [commit: every move you make, i am watching.]
    [commit: strength comes from adversity]
    [sub-roe tine returning to inactive mode]
    The mysterious force continues its assault on the Aristocratic Support of Coresite (Region 58).




    Spoiler: Continuing Events
    Show
    Spoiler: Alinus Ernost, Rogue Agent
    Show
    Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

    If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

    If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

    Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.


    Starting in round 9, owned regions with Reaved supports may see their other Supports begin to progress towards rebellion if the supports are not rebuilt.

    An unknown entity is attempting to infiltrate the supports of Deep Blue.
    Last edited by Silent_Interim; 2022-08-19 at 08:59 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 - #280
    Firbolg in the Playground
     
    Miltonian's Avatar

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


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


    Leader: Grinmaw the Calamitous
    Diplomacy: 2
    Military: 10
    Economy: 10
    Faith: 3 => 5
    Intrigue: 3

    The Eel:
    The Unity have debated for long and hard. Now they are ready to show forth the truth they have discovered.

    Actions!
    • Faith: The proponents of the Eel declare that it is larger than the Reef. Thus, it is superior.
    • Faith: The Beholders of the Reef declare that they have seen the majesty of the Reef, and its size cannot be measured. The Eel, however, can be. And thus, it is inferior.
    • Faith: Meanwhile, a third faction, the Unchosen, argue that both sides are wrong. The Unity should focus on the good of the Unity, not appeasing gods that care not for them.
    • Military: Grinmaw orders the Unchosen purged. So let it be said, so let it be done.
    • Faith: The Unity declare that the Eel is a true god, like the Reef, and that both must be revered. The Reef has shared its wisdom, but the Eel has not. Therefore, its wisdom must be...recovered, by force if necessary.


    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: 7/7 units

    Owned TPs: 22 TP 2, 21 TP 1, 20 TP 3

    Treasure: 1

  11. - Top - End - #281
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

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

  12. - Top - End - #282
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round Eleven: Begin
    Years 30 - 32

    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 28 - Year 30

    Rules Alerts and Changes!

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Tropical
    Show


    Spoiler: Pemperate
    Show




    The Pfith realize that their newly devised filtration grafts allow them access to vast waters as yet unconquered by others, and swiftly begin to brave the toxic seas west of the Pfithreef. Beyond the volcanic vents of Ghlsgtot, the shallows give way to deeper and deeper waters, and within barely a week’s travel the seafloor is too low for any but allies of the Abyssal Stewards to weather the pressure. Furthermore, though the pressure alone is not an insurmountable obstacle to the Core-Branded Pfith, the toxicity of the water is much more severe than even their most pessimistic predictions, and the filtration grafts have difficulty keeping up. The horrific deaths of many explorers as their grafts fail, twisted and bloated by some unknown mutagenic chemical, is enough to convince the Pfith to retreat: this challenge has defeated them…for now.

    Pfilghol explores west of Region 132! They discover Region 105, a Depth 1 Contaminated Toxic Open Waters region with no Holy Sites and a single Open Trade Post of Hazardous Corpses. While Region 105 remains Contaminated, it may not be Colonized and counts as an additional region for distance loss and distance penalty purposes, including actions taken in the region. The contamination seems to be welling up from a source far, far below.

    Spoiler: Contamination
    Show
    [list][*]A Noble Sacrifice: A team is sent to find the source of the contamination and seal it. Choose whether to send a crack team of operatives (Intrigue, requires and occupies a Spy), an elite squad of veteran soldiers (Military, costs 1 Unit), or a local hero/members of the royal family (Diplomacy, lose a named character). Take an action of the appropriate type and roll against TN 16. This action does not count for stat gain purposes, and in fact reduces the relevant attribute by 1 point afterwards as those who volunteer or are chosen for this task are guaranteed not to survive, depriving their homelands of valuable expertise. On a success, the region will be decontaminated, the region will gain an Open Holy Site, and the decontaminator will get a +2 bonus on any Colonization attempts in the region, and give the region an extra Holy Site on a successful Colonization attempt. On a failure, the country which took the action gains a stacking +2 bonus to any future attempts to decontaminate the region via this method.
    [*]Creative Gastronomy: It may be possible to develop an organism capable of both surviving and consuming the mutagens, reproducing until capable of keeping the entire region mostly clean. A country may attempt to engineer a suitable organism with a three-action project, which must consist of any combination of Military and Economy actions. To contribute actions to this project, the country must control the local Trade Post. Once complete, the organisms will be introduced to the region, and decontaminate it over the course of three rounds, at which point the resource will change and the region will gain an extra Trade Post to represent the predominance of the engineered organism. The region will also gain an Open Holy Site.
    [*]Boiling X: Approaching the Core-Branded, the Abyssal Stewards offer a possible solution in attempting to neutralize the mutagens by coaxing the Ventroots into blooming beneath the region. If a Core-Branded spends a Favor with ABS, they may take a Faith action with a TN of 12 to assist the Stewards in directing the Ventroots to shift below the seafloor of the area, followed by a second Faith action with a TN of 14 in the following round to aid them in achieving a simultaneous bloom - failing to attempt or succeed on this second roll will require the entire process to begin again. The sudden eruption of heat should, the Hearthmost claim, denature the mutagenic chemicals in the water entirely, resulting in much safer waters. If the region is cleansed in this way, it will gain two Holy Sites - one Open and one controlled by Core Beliefs - the region’s resource will change to Sulfide Crystals, and the region will cease to be Toxic.


    Refusing to be outdone in bravery, and spurred to action by the Sereian success in the gharial-contaminated region near Ezcorher, the Grand Conclave of Lux-Glossia sponsors a renewed venture south and east. The route is long and fraught with dangers, but aid from the Middish Knights established in the contaminated waters ensures the explorers reach their destination successfully and return safely to report back. Beyond the uninhabited waters lies a flourishing, if small, civilization, relying on the work of (what they claim to be) the tiny descendants of vast megafauna from before the cataclysm. The region is home to many varied philosophies on the meaning of life, and the Lux-Glossians report that they were approached by no fewer than three different groups, each one asking the foreigners for evidence of their own belief system’s superiority.

    The Lux-Glossian Shades explore east of Region 94! They discover Region 91, a region which has two Open TPs of Pygmy Whales, a Desired Import of Military Labor, 5 units of defenders, one Holy Site of Grim Determinism, one Holy Site of Divine Planning, and one Holy Site of Free Radicalists.

    Even the renowned Shades must sometimes take on easier tasks to train new explorers, and a rookie team is sent alongside the Gotezhar colonists traveling west to continue mapping the nearby waters. They prove more adept than might have been expected, not only producing a more than serviceable map of the waters but also gaining the fast friendship of the natives and an astute insight into the complex local politics, which proves especially valuable in predicting who among the many silk magnates is most likely to be next appointed Defender of the Seas.

    The Lux-Glossian Shades explore west of Region 174! They discover Region 170, a region which has one Open TP of Sea Silk, a Desired Import of Megafauna, 4 units of defenders led by a commander of Military 5, and two Holy Sites of Radical Xenophilia.

    Explorers from the Tideswept Shelf continue to probe the brackish seas to their north. Though some might call it nepotism by the Grand Matriarch, they do deliver results, and excellent ones at that, more than making up for the previous failed expedition into these waters: a few nonbreeding specimens of the local Liming Snails, a vivid description of the prophecy that allegedly predicted their arrival, and a thorough description of a military exercise at which they were guests of honor.

    The Lux-Glossian Shades explore northeast of Region 111! They discover Region 115, a region which has two Open TPs of Liming Snails, a Desired Import of Exotic Goods, 3 units of defenders led by a commander of Military 8, and two Holy Sites of Prophetic Histories.

    In the interests of testing their newly acquired filtration technology without resorting to experimentation on their own people, the Lux-Glossian Shades strike a deal with representatives of the Divine Nacres: field-test the grafts in exchange for the blueprints to produce more. Three members of the Nacres arrive in Cyph-Arel to take possession of the grafts, at a predetermined meeting spot designed to prevent undue attention being drawn to either the Nacres’ shimmering suits or the Lux-Glossian equipment. The explorers return a year later, bearing detailed reports on the performance of the grafts attached to a number of creatures, measured both by the time until the grafts began to fail (in many cases, indeterminately long) and second, utterly unfamiliar unit that appears to be a measure of solute concentration. Many of the test creatures bear unfamiliar names, too, though among them are included several types of fish, a large squid, two species of starfish, a sort of proto-Mer creature said to originate in the freezing southern waters, and a species of large nonsentient sea slug. The chosen region seems to have been a spectacular test run, with microscopic battles between the evocatively-named Breathstealer Algae and Heartstopper Mold raging in the bodies of unprotected creatures, even until the microorganisms perished in the filters. The survey data the Lux-Glossians receive describes a region which is practically guaranteed to kill anything that swims into it without some form of advanced protection.

    [b]The Lux-Glossian Shades ask the Divine Nacres to Share Survey Data about the waters northeast of Region 122! They discover Region 121, a Contaminated Toxic Open Waters Region with a single Open TP of Infectious Seed-Spores and no Holy Sites. While the region remains Contaminated, it cannot be Colonized, troop movement through the region is impossible, and it counts as two additional regions for distance penalties. Each Organization seems to take an interest in the region; all have a different idea of how to handle the region and offer help.[b]
    Spoiler: Contamination
    Show
    [list][*]Disinfection Protocols: The Divine Nacres themselves suggest the use of specially designed diseases and predator species to scour the region bare of any trace of both the lethal Heartstopper Mold and the overwhelming Breathstealer Algae. If this is the means by which the region is cleansed, the region will cease to be Toxic, and the decontaminator will gain +1 Reputation with DNA.[*]Ecological Reconstruction: The Chelonian Chora’s faith tells them that all creatures have a place in the world if the appropriate relationships can be fostered. If a form of the local Algae and Mold can be bred to have a symbiotic relationship, they may be able to outcompete and displace the local varieties - and render the area far less volatile and dangerous in the process.
    If this is the means by which the region is cleansed, the region will cease to be Toxic, the decontaminator will gain +1 Reputation with CCA.[*]Destabilize the Foundations: The Abyssal Stewards suggest that the true source of the problem is not the mere existence of these organisms or their relationship to each other, but the conditions which allow them to propagate so ferociously. If the source of the nutrients which feed the Breathstealer Algae can be located and contained, then both the Algae itself and the Heartstopper Mold which parasitizes it will die down to perfectly manageable levels.
    If this is the means by which the region is cleansed, the region will cease to be Toxic, the decontaminator will gain +1 Reputation with ABS.


    The new Speaker of the Greenwater Clans proves their dedication to the international stage with a mission of observation and discovery into the waters to their southeast. The explorers are astounded to discover that the once-poisonous waters drop precipitously into waters too deep and dark to see the bottom almost as soon as one passes the old boundary. The only thing of significance in the empty seas beyond is a cluster of strange, clumpy nests floating at the surface, filled with odd creatures something like small crabs. It remains a matter of debate whether they were somehow adapted to the poison before it was cleansed or were introduced by the Divine Nacres as part of their hydroforming process.

    The Greenwater Clans explore southeast of Region 142! They discover Region 147, a Fathomless region with one Open TP of Driftnest Spiders.

    The discovery of explorers from temperate waters to the north gives rise to a renewed drive for exploration in the Seatide Confederacy. Judge Flash of Green orders the Great Manta be prepared for its maiden voyage: into the barren waters north of Ennead territory. Though they cover a great distance, the region proves as inhospitable as expected, and the vast supplies carried by the Manta are barely sufficient to sustain the explorers until their return - for some unclear reason, not even phytoplankton call these waters home.

    The Seatide Confederacy explores across the Wastes west of Region 80! They discover an uninhabitable Waste region without Trading Posts.

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

    The Lambent Syndicate becomes a Sea Power!
    The Lighthouse becomes a Sea Power!
    The Gotezhar successfully colonizes Region 137! Holy Site 2 in Region 137 is converted to the Flowing Way
    The Gotezhar successfully colonize Region 174! Holy Site 1 in Region 174 is converted to the Flowing Way
    The Kar-Nath Hegemony successfully colonizes Region 64, utilizing treasure in the process
    Deep Blue successfully colonizes Region 187
    The Lojanese Republic begins to settle a colony in Region 11

    The Lojanese Republic raises the city of Oarngalau in Region 6. Oarngalau provides a +1 bonus to battles
    The Cryptid Congress raises the city of Cryptlantis in Region 84. Cryptlantis provides a +1 bonus to buyouts

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

    The Lambent Syndicate hosts the Second Exquisite Gala, attended by the Lojanese Republic and the Astral Rebellion
    The Pax Arctica is signed by Lux-Glossia, the Riftlings, and the Gravetenders!
    Costa Sereia accepts a Cultural Exchange with the Kar-Nath Hegemony

    Pfilghol creates a Confederation Claim on Region 104, citing their long and happy business relationship. One would not want such prosperity to be soured by potential threats, after all, and joining the Pfith would simply be a common sense matter of protection.

    With prayer and gifts, overtures are made to Region 117 to join the World Garden. The Sakura-jin create a Confederation Claim on Region 117

    The Hymenocera Expanse presses its claims on Region 4 and Region 15

    Offering the hand of Prince Nedir, King Rham shows a surprisingly adept hand at politics, and a successful marriage agreement is struck. The Kar-Nath Hegemony establish a Marriage Claim with Region 63

    Deep Blue, armed with and supplying COOKies, creates a confederation claim in Region 59

    Impresses and Sways
    Costa Sereia Sways the Aristocratic Support in Region 103
    The Lambent Syndicate Sways the Clerical Support in Senja Bersinar
    The Cyphiri Union Sways the Clerical Support in Region 124
    Greenwater Clans Sways the Aristocratic Support in Region 141

    Costa Sereia Impresses the Mercantile Support in Region 128 using Whispering Eggs
    Seatide Confederacy Impresses the Mercantile Support in Region 65
    Seatide Confederacy Impresses the Mercantile Support in Region 71
    The Riftlings Impress the Clerical Support in Region 69 and 68

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    The Lambent Syndicate buys out Trade Post 1 in Region 27 for Hardplate Fungus
    The Lambent Syndicate buys out Trade Post 1 in Region 25 for Aragonite
    Lux-Glossia buys out Trade Post 2 in Region 113 for Phosphorite
    The Greenwater Clans buy out Trade Post 3 in Region 122 for Native Gold
    The Eternal Spring buys out Trade Post 3 in Region 67 for Piezo Crystals
    The Eternal Spring buys out Trade Post 2 in Region 56 for Herring
    The Seatide Confederacy buys out Trade Post 1 in Region 187 for Stripdrill Hyphae
    The Seatide Confederacy buys out Trade Post 1 in Region 80 for Sour Krill
    The Cryptid Congress buys out Trade Post 1 in Region 78 for Preserved Foodstuffs
    The Cryptid Congress buys out Trade Post 2 in Region 78 for Preserved Foodstuffs
    Deep Blue buys out Trade Post 1 in Region 70 for Inkfang Worm

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

    The Riftlings Many of the Dead Seas exalt their domain and become a Holy Sea! A Holy Order is created in the Dead Seas
    The Gravetenders exalt their domain and become a Holy Sea! A Holy Order is created in Region 78
    The Shifting Ennead adopts the Eternal Communion as their main religion!
    The ironkelp Knights create a Holy Order in Region 96!

    Hoping to help their allies, the Ironkelp Knights seek aid to assist in Lux-Glossia’s colonization attempt. Though their prayers seem to be answered, the colony ultimately is unsuccessful.

    The Riftlings convert Holy Site 3 in Region 74
    The Hymenocera Expanse convert Holy Site 2 in Region 29
    The Hymenocera Expanse convert Holy Site 2 in Region 3
    The Sakura-Jin convert Holy Site 1 in Region 120

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    Using observations collected by forays on the Tipsy John, the Cyphiri engineers are able to construct a new ship of their own - the Wayfinder. The Cyphiri Union builds a Specialized Ship!

    Utilizing their own knowledge of advanced breeding techniques of Gardenbearer Turtles and new access to other technologies, a scientific partnership between the Lux-Glossian Shades and the Greenwater Clans pays off with the completion of the Crystal Garden. The Greenwater Clans build a Specialized Ship!

    One would not expect a collection of rocks and soil to be very mobile, but the Big Boulder exceeds expectations and serves as a useful vessel. The Eternal Spring consolidates the materials to make a Specialized Ship!

    The principle of ‘waste not, want not’ is exemplified in the Plastic Flower - a recycled optical organ which is able to amplify prosperity. If only all rulers could be so useful. The Eternal Spring creates the artifact Plastic Flower! For every treasure you spend in a single round, a randomly selected Player that you have a Trade Route with gains one treasure at the end of the round.

    At long last, the Tairlav Palace is complete! The owner of the Tairlav Palace may spend 1 Wealth as a non-action to activate it each turn. If the Tairlav Palace has been activated for the turn, then the owner may once in that turn attempt to Buy Out a Trade Post as a sub-action of an attempt to Impress or Sway a Mercantile Faction in the same region. Additionally, if the Tairlav Palace has been activated for the turn, the owner may reduce any distance penalties suffered for their Buyouts that turn by 1.
    Spoiler: Lojanese Republic fluff
    Show

    The central room is where the Lojanese Prime Minister, nobility and trade guilds receive foreign ambassadors and merchants, the Mer sitting on tall thrones and the Tobar holding on to gilded poles with their tails. The floor is terraced, with the deepest level forming a narrow rectangle stretching from the entrance to the middle of the room, with increasingly higher floor levels as you go outward towards the walls, like an arena. People entering the room, both those granted an audience and the Lojanese, may only walk on or swim above the sections of the floor corresponding to their rank. This arrangement is said to maintain the spiritual purity of the upper parts of the room and allow the higher classes to rise above material matters and conduct wise debates. Unintelligent beasts and slaves may only be brought to the bottommost level of the floor. Free people may ascend one step, above them are soldiers and craftsmen and so on. Behind and above the seats of rulers and philosophers, there is one more step where nobody is allowed, reserved for the divine. Incidentally, on the wall above that step, the body of the Plo'uogoar, torn into pieces just as it was discovered, is displayed, cast in resin. It is certainly a powerful symbol, but for the sake of the unity of the Republic, it is intentionally left ambiguous whether the peculiar cephalopod's body is displayed to be revered or as a warning to other would-be deities.

    Kila is a Mer merchant from region 12 who wants to sell goods within the borders of Lojan. As a foreigner, she is required to come to the Tairlav Palace to discuss the trade agreement. If her merchant guild or sovereign had a trade agreement with Lojan, she would still be required to come to present her wares and demonstrate their quality, because her turnover will likely be above the threshold set by the Lojanese government - artisans and small merchants trading just to sustain themselves are not required to undergo the expensive journey. Kila could also send someone of sufficient rank as a delegate, likely one of her children, but she decides not to risk them getting lost in the bustling cities of Lojan. Once she arrives and takes in the impressive palace garden and architecture, she is ushered to a room by a servant, and the palace administrator takes note of her arrival. Kila is not told anything about the schedule of her visit, so she simply socializes for a few days with the other visiting merchants and nobles close to her social status. There are bars, libraries, steephouses, sports halls, and countless other places to spend the time, all inside the palace. Kila's behaviour is secretly, silently observed by the omnipresent servants. They report it to the palace administration, which passes the information on to the official who is to decide the specfics of Kila's permit to trade in Lojan. Is she honest or deceitful? Does she see the world as a bright or a dark place? What is her religion? This info does not usually disqualify anyone from trading with Lojan, but it allows the official to assess the quality of presented wares more accurately and compare the observations to the merchant's answers in the one-to-one interview to come. One morning just after breakfast, Kila is suddenly called to a room she was not previously allowed to visit to participate in such an interview. After she answers the questions, both personal and trade-related, the official calculates the odds that she is seeking to illegally transport goods into the Republic or subvert the government as hundred to one, and so she is granted the permit. That does not conclude her trip. Tomorrow, she is required to visit the central audience room along with many other merchants and formally present one of the vases to one of the ten highest representatives of the Lojanese state, who declares Kila and the other merchants to be Trade Partners of the Republic. After that, she will likely stay for a few weeks in the palace or the nearby city of Sheade. Not only are there representatives of most of the guilds in the Republic that she could possibly want to trade with, it is also a unique opportunity to establish contact with powerful foreign personages who conveniently gather here all year round, and need to kill some time as they wait for their audience to start. Finally, Kila, even if she is an upper-class worldly person living in a city of local importance, will likely be tempted to stay a while to visit all of the new and superlative attractions and establishments Sheade has to offer.


    The Ironkelp Knights achieve a Miracle! The Regalis Arbor becomes a Flowing Way Holy Order in Orope (Region 114)
    Spoiler: Effects
    Show
    As a non-action, up to twice per round, the Ironkelp Order may invoke one of the following effects:

    Launch Couriers: When taking an action, the Ironkelp Order may pay 1 region of distance to "skip" from a region that they control and which contains a Flowing Way Holy Order to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties or distance losses. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization or Secret actions, but may apply to unit movement for battles; if it is applied to unit movement, the units cannot be intercepted in a region they skipped.

    Launch Scouts: The Ironkelp Order receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.


    The Astral Rebellion builds a Specialized Ship!

    The Astral Rebellion hatches the Naked Ones, which become the Scintillating Twins and join the Astral Menagerie
    Spoiler: The Astral Menagerie
    Show
    Amidst the falling leaves of kelp in Glacier Crag rose a beast, weaving together the dark colours of the abyss into muted marrow. With a creaking stretch of missing bones it rammed the trunk of the tree above it – a rain of spores shaken lose to obscure the entities until only one remained.
    The Kelpie appears in the possession of the Kar-Nath Hegemony!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round


    Bedecked in shimmering rocks the former Mer feel their selves dissolving, despite their fair trades. Awareness fading they question whether acting fairly even matters anymore. Perhaps they jus need more, more wealth to appease their jailors next time.
    Reassembling in temperate waters in dancing shadows they set their gaze on the luminous crystals around them, setting out to pry them free from slugs and rocks alike.
    The Banished Merchants provide CYP with 2 Treasure and reappear in the capital of the Lux-Glossian Shades, Glossian Sea!
    At the end of Round 9, they will move on, providing LUX with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly.


    From one of the many thermal vents in Senja Bersinar an endless stream of kelp begins to sprout forth. Reaching for the surface the foremost neon leaves sloughs off at the same rate new ones appear. Inside the shroud of rot innumerable spores comingle and each offer their own version of truth for those swimming through.
    The Withering Everlight appears in the possession of the Lambent Syndicate!
    It may be used for a +1 to one Faith roll during the round, before it disappears.

    Beneath the frozen surface of the Dead Seas a heap of Kelp rolls into existence from the darkness. Shivering it constricts itself into the shape of a Mer, a few Herring with coppery scales appearing from unseen hollows before it is done. A cloud of shining spores surrounds the creature as it begins swim down, down towards an embrace of the Deep.
    The Mare appears in the possession of The Riftlings Many of the Dead Seas!
    Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round


    Leaving the living dead behind and enduring the horrible buzz of a Titan the Kelpie passes through an empty home before continuing north on its march. On the way its ashen kelp turns dark, until no light remains, and it begins to stumble occasionally, unsure where to place its holdfasts in an unfamiliar shape. Slowing only when it reaches creatures far greater than itself once more. With a frustrated shake of its mane a whirlwind of spores is released, challenging anyone to dare tame it.
    The Mimic appears as the Kelpie in possession of The Magaramach!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round


    The Scintillating Twins appear in the possession of Draigiau Residuum Gathering!
    Offering each one of them a unique object as a fluff non-action let them each provide a separate +1 bonus to an Intrigue roll during the round.

    The Scintillating Twins attempts to undermine the Aristocratic Support of Aelwyd Adeferiad with a 19!


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

    Yura Darkwater is promoted to the rank of General for the Greenwater Clans. General Darkwater holds a Military score of 8 and the Tactical Doctrine Ruinous Currents: +2 to battle roll, -20% to enemy casualties, +10% to own casualties, and automatically recruit one unit

    High King Lord Deca V promotes Colonel Odonto to the rank of Lord General and grants him headquarters in the fortress of Tsaundosa. General Odonto possesses a military score of 8 and the Tactical Doctrine Combined Arms: +4 to battle roll, +10% to own casualties. This Tactical Doctrine may only be used if your army outnumbers the opposing army

    To reward his fearlessness and the mettle proven in the disastrous southwest mission, Clös is elevated to the rank of General by Primarch Marcion of the Sakura Jin. Clös holds a military score of 7 and the Tactical Doctrine Witness of the Great Commission - Upon victory, gain a free attempt to convert a Holy Site in the region, +4 to the battle roll, reduce enemy casualties by 40%, increase own casualties by 10%

    Inspired by treason and very un-Doflein ideals, Tulticius is nevertheless proven in battle and abundantly armed. A worthy General, Tulticius holds a military score of 7 and the Tactical Doctrine First to Kill - +3 to battles, -4 to Allied leader loss, -2 to enemy leader loss, +10% to enemy casualties, +10% to allied casualties.

    Protected by the generation of poison itself, the Riftlings sidestep their tradition of not building and create a fortress of water and air, the Mother’s Wrath.

    LOL invades Region 14 - Kaarme
    Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: None. Units: 2. Treasure spent: 2 (+1 battle, +1 mercenary unit).

    Lojanese Republic’s invasion of Kaarme (14)
    Spoiler
    Show
    Led by General Zabkrew (Military 9) with Military 4 ruler, 2 LOL Units invade Kaarme (14), spending 2 Treasure and attempting to use Graceful Show of Force, facing off against 2 AOK units led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

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

    Despite Lojanese claims of disorder and chaos among the Auros of Kaarme, Master Juma at least proves his title is not misplaced. His first victory is not on the physical field of battle, but in the hearts and minds of the Auros, who by and large reject Lojanese propaganda efforts. A deceitful local guide leads General Zabkrew in such a confused and twisted path that his army marches for two weeks only to find itself back at the borders of Lojan, and by the time he corrects his bearings, the defenders of Kaarme have had more than enough time to assemble. The situation is still bleak for the defenders, but Master Juma proves his skill once again. When the day of pitched battle finally comes, the Auros immediately charge the mercenary auxiliaries General Zabkrew deployed to the left flank. With little faith in their leader and hungry stomachs, the mercenaries break and scatter, and the Auros wheel about to press the assault against the Lojanese and Selachians who remain on the field. In the end, though the casualties are roughly equal, the invaders break first, and General Zabkrew is forced to abandon the peacekeeping mission and retreat to friendlier waters.

    AOK Victory! LOL loses 1 Unit! AOK loses 1 Unit! Kaarme (14) remains under AOK control!



    Schemes!
    Coercion, betrayals, and spycraft

    Small mobile parties prove the key to success, and though the waves are treacherous, the Pfilghol search parties are able to confidently locate the Kela Ein Kamohu in Region 133. The Kela Ein Kamohu is found! Use an Intrigue action next round to attempt to recover the artifact

    All appears quiet in the Eternal Spring

    The Cryptid Congress recruit a Spy! Barbeesha The Neck Biter, a cryptid known for their abnormally large eyes, Barbeesha was once banished for her proclivity towards inter-pod violence but has been called back in a rather controversial meeting of the Congress. While on the run, Barbeesha has become quite adept in the ways of espionage and stealth



    Terror!
    Violence, upheaval, murder, and destruction.

    SEN sacks TP 66.2 from the CCA (14), losing 1 Reputation with CCA.

    The Eel Without End Coerces TP3 in Retret Ringan (19), TP1 in Region 18, and TP2 in Binar Fajar (7). Holy Site 1 in Retret Ringan (19) is converted to Church Of The Firstborn! Holy Site 3 in Retret Ringan (19) is converted to Bloodstrewn Altar.
    The Eel Without End slithers into Region 6, Senja Bersinar (2), and Binar Fajar (7)!


    Spoiler
    Show

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


    Organizations!

    CYP builds a smoking garden (3 actions) - gains +1 Favor and +1 Reputation

    Like tendrils swaying in the currents, the hearts of the Medusae pulsate in time to the beat of a spectral drum. The small glowing metallic object found on the seabed seems not to be the Source itself, but a relay or repeater of some sort. Still, it is strong enough to interfere with the unfamiliar new sense the Medusae feel, at least at first, and the best search method available is a blind random walk, plants stumbling across Magma Falls as if drunk.

    It is not long, however, before a more efficient method is found. The red light emitted by the strange object pulses faster or slower as it is carried about, and it is not especially difficult, with so many Medusae involved, to triangulate the rough location of the Source based on its pulsation: south and east - beyond the glaciers that mark the southern boundaries of the Dead Seas.

    ESP successfully Seeks The Source! The Source is in region 61 - southwest of The Dead Seas (60).

    Heat Follows Light
    KNH wins first place, gains Marshal Adaya shel-Girum ban-Liav, a Military 8 General with the
    Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties) and Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.
    STC wins second place, gains 2 units
    SEN wins third place (tie w/DPB broken by Reputation)

    STC gains +1 Reputation with CCA from A Little Less Lonely Road for exploring W27

    Writing Collections
    KNH and GRV each contribute one action while GTZ contributes two actions to the Crescent Companion. The Crescent Companion is completed!
    DPB and KNH each submit entries to the Verglas Volumes, while SEN contributes a second action to the Verglas Volumes. DPB, KNH, and SEN each gain a Favor with ABS.
    Astral Rebellion contributes an action to the Songline of the Sunlit Seas, earning a Favor with CCA.
    CYP and OKI each submit an entry to the Genus Taxonomia Vadosus Mare, earning a Favor each with DNA.

    Reputation

    DPB raises its Reputation with ABS from 0 to 1 spending a favor in the process
    HYM and SEN both raise their Reputation with ABS from 2 to 3, with each spending a favor in the process.
    SEN raises its Reputation with CCA from -2 to -1 spending a favor in the process
    KNH raises its Reputation with DNA from 1 to 2 spending a favor in the process

    Favors

    The Kar-Nath Hegemony and the Shifting Ennead both ask for support from the Abyssal Stewards in establishing new Smoking Gardens. While the Kar-Nath Hegemony has been favored by the Abyssal Stewards for longer, they do not control any regions the Stewards would consider suitable for another - Gan Atzamot in The Dead Cities is too near all their existing territory. However, were the Nathi to establish a rapport with the locals in region 63, the Stewards believe the area would be suitable. The Shifting Ennead, on the other hand, receives confirmation of the possibility of a Smoking Garden in Sketi (68).
    SEN spends 1 ABS Favor and receives permission to build a Smoking Garden in Sketi(68)!

    The Gotezhar Builder’s Union asks for support from the Abyssal Stewards in establishing a new Smoking Garden. Their first choice of region 137 is unsuitable, however, lacking the necessary conditions to support a Garden, especially water levels that can be relied on to remain high enough above the local seafloor. The Meadows of Elyan’dan (136), on the other hand, appear quite suitable.
    GTZ spends 1 ABS Favor and receives permission to build a Smoking Garden in Meadows of Elyan’dan (136)!

    The Abyssal Stewards are more than happy to pay off their debt to the Cyphiri Union by fulfilling Baran Hallus’s request for a system to enable the Wayfinder to more effectively search for valuables in the wastes. Steward messengers arrive in Cyph-Arel bearing what at first appears to be the skull of an enormous beast, larger than any living creature known besides a Reefback, with a long toothy snout and a ridged, bumpy cranium. The exterior of the skull is plated in a silvery metal, with vein-like metal tubes protruding from the eye sockets; they are warm to the touch, and emit a stream of bubbles when rubbed. When the skull is finally mounted atop the Wayfinder, the Stewards arrange for a demonstration with Hallus and Belar representatives. The great maw opens, and a piercing shriek resounds from somewhere deep within, its echoes returning several times before they fade. Within the ship, a small circular metal plate has been mounted, attached to the skull by two more metal tubes that run through the ship’s hull. It takes the Cyphiri a moment to realize what they’re looking at, before it strikes them. The patterns of discoloration on the plate exactly match the contours of the seafloor. As they share in this realization, the discoloration clears, readying the plate to be used again.

    The Stewards name it Gulgolet Shero'ah Hakkol.

    CYP spends 2 ABS Favors and loses 1 ABS Reputation for Prize of the Depths. CYP receives Gulgolet Shero'ah Hakkol (One Prospect action per turn in a Wastes region gains a +2 bonus).

    LUX spends 1 Favor to asks DNA to Share Survey Data NE of 122

    Prestige
    All throughout the seas, power legitimizes power.
    LSD, LIT, GRV, RFT gain +1 Prestige from To Greatness

    OKI is the first in the Temperate zone to establish a Holy Order! OKI gains +1 Prestige from The Religious Community

    FAY, STC, and OKI gain +1 Prestige from A Divine Display!

    Spoiler: Acclamations and Condemnations
    Show
    COS Acclaims LUX and Condemns SKR
    LUX acclaims COS
    CYP Acclaims LUX and condemns SKR
    LOL acclaims LSD and condemns LIT
    GTZ acclaims LUX and condemns DNA
    RFT acclaims GRV and condemns the Pattern
    OKI acclaims CYP
    FAY condemns LIT


    Admiration for the Acclaimed:
    LUX gains +1 Prestige
    GRV gains +1 Prestige
    LSD gains +1 Prestige


    Scorn for the Condemned:
    SKR loses -1 Prestige
    LIT loses -1 Prestige


    OKI completes a Monumental Undertaking: The Regalis Arbor’s Propagation, and gains +1 Prestige!

    As some rise, others must fall.
    HEX falls to PRS Rank 1 from Big Fish in Small Ponds! KNH falls to PRS Rank 2 from Big Fish in Small Ponds!
    Last edited by LapisCattis; 2022-08-21 at 11:29 PM.
    No bubbles no troubles

  13. - Top - End - #283
    Halfling in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Pemperate Region

    Turn 11

    Ruler: The Youngest, Fourth Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 3
    Economy: 2
    Faith: 7
    Intrigue: 4

    Spoiler: An Abortive Offer; A Level Threat
    Show

    Treachery.

    The word, whispered by billions of microscopic voices, permeates the waters of the Riftling territories like the whispering of the tidal winds. To expect any less from aliens would be foolishness; polar itself stands ever at its own throat, though they have leashed it. But these Abyssal Stewards, sworn enemies of one of the more fundamental expressions of the Communion*, nonetheless have risen to heights of treachery unseen since the ravages of the Reavers and the passing of the Pattern.

    In a half-thought effort to dispel the Stewards' hold on the local powers, the Riftlings offer a boon to those who might find an alternate route to the depths, but before even a year passes, they call off the effort, summoning instead the local powers to the Gravetenders' lands.

    The Anointed Prophet gather all who are willing to hear as near to the Dead Cities' Smoking Garden as they are permitted to get.

    "We, the Anointed Prophet of the Eternal Communion, bring a dire warning from the Old Fathers, by the Youngest, in the name of the Great Mother. The Pax Arctica exists to protect all of the arctic powers from the assaults of that which is alien to us, and the Stewards are by no means an exception. That they take offense to the rise of the demon Mammos is baseless and myopic, but who among the isolate races is spared that weakness? It is no great surprise. That they seek not only to violate the sovereignty of the Eternal Spring, but to entice others into the crime is treachery of the highest degree! Hear this: we, the Riftlings many, protectors of the Pax Arctica and ascended clerical governors of the Eternal Communion, will tolerate no actions that violate sovereign states. Should the Stewards strike at any trade post of the Spring without national permissions, they will be found in violation of the Pax, and our ire, a holy fury which has exterminated every threat before the Stewards, will be leveled against them.

    We recognize that their foul enticement is not easily forgotten. How comfortable we have become with a knife at our gills and a hook at our mouths. We are made into idiot anemones, reacting as our cruel masters force us to dance, and all for the promise of technologies which can never exceed the powers of faith. We hereby pledge to eliminate the need for their pitiful powers and we will stand with you as we work to eradicate their overreaching retributions. If the Stewards do not call off their war against the arctic powers within three years, we will create an access to the depths ourselves, as the Mother already has for our people. If you cannot respect our sovereignty, Stewards, we will drive you from our waters and see your cast ashore, where a fate awaits you that is merciful in the face of the treacheries with which you stain yourselves."


    *It was still fundamentally unclear how Mammos expressed the Communion, but if the Eternal Spring had seen depths foreign to the Riftlings in a land foreign to them, hey. They'll take them at their word.


    Spoiler: Hey guys, I thought of something funny
    Show
    More like the Abysmal Stewards, amirite?


    Spoiler: A Separatum Corporate Holdings Board Meeting
    Show

    The Spiritual Leader to the Unguided Isolates gathers the highest ranking representatives of the governing powers in the SCH.

    "We, the Spiritual Leader to the unguided Isolates, bring warning from the Old Fathers, by the Youngest, in the name of the great Mother. The Stewards have declared their intention to make a mockery of this cooperative corporation. They come even now to level the economy of the region, and to make off with the spoils for their own alien purposes. This is not just retaliation against the Eternal Spring for protected religious self-expression, but it is an attack on the shared sovereigns of this land. The peace of the Gravetenders is shattered, the dominion of the Pepsin is refuted, the rule of the Nathi is spited and the administration of Deep Blue is called insufficient. We will not allow this insult to stand, and we exhort you to exercise your own powers in rejecting alien intervention in this shared space. Lest we all be next."


    Faith5: Create Artifact
    Spoiler: The Bare Trap
    Show
    The Reavers were the first offense, but this treacherous Mare will be the last unanswered. Through the might of the Mother, the Willing Sacrifice of the Riftlings Many give their lives as they drink deep of a special poison. No eternal life will this cluster know, but neither shall the death of the isolate take them. They instead lie flat, indistinguishable from the sterile sand about them, imbued with enormous power but past all bounds of natural life. Barely sensate, unmoving and eternally patient, the Bare Trap lies as a false sandpit, devoid of life. Should an interloper cross over it, a Reaver or one the Mare's ilk, it will snap shut over it and hold on with the strength of the Mother Herself.


    Faith: Seek Aid on Press Claim
    TN 12 (Roll:16) SUCCESS
    Spoiler: Yes, this is a miracle, but it doesn't matter because only the mechanics do. Fight me.
    Show

    The Recruitment Officer for Isolate Expendables know how to make an appearance. Already enormous by cluster standards, already LOUD, they put on a show. With the blessing of the Mother, they gather the Isolate Expendables at the edge of the Seas Not Yet Dead, place the impressive treachery of the Mare on the largest of the bunch, and begin a parade through the self-governing region. The Pax Arctica is upon the land; let that which is broken be made whole.

    As the column move through the waters, a boisterous parade announcing the glorious annexation of the region to come, something curious trails after them. Cracks begin to form along the seabed. Here and there, this is what they remain, but as each Holy Site is neared, the ground splits like the grinning maw of the Mother herself and again as in ages past, Her Breath begins to bubble up in toxic clouds of life-sustaining poison. So long have the peoples of the land known Riftling de facto rule and so long have they cleaved to the Communion as a sotiriological comfort that they rejoice in this.

    Oddly, when the Recruitment Officer return to the border to descend into the Dead Seas, they find the Mare absent and a third legion arrived. They give a mental shrug--such are the mysterious blessings of the Mother.


    Diplomacy: (Faith|Censer) Press Claim
    66 TN 12 (Roll:12) SUCCESS
    Spoiler: A Speech
    Show

    The Ambassador to Occupying Isolates appear in a cancrine form, no longer a mere aping of the natives but a near-perfect approximation, a cloudform of a classically perfect version of the species. So long have this cluster made their home in the Seas-Not-Yet-Dead that they have adopted the clacking mannerisms and clicking speech patterns of their charges. The gather now at the center of the newly formed Rifts and speak the words they have so longed to speak:

    "We, the Ambassador to Occupying Isolates, bring a proclamation from the Old Fathers, by the Youngest, in the name of the Great Mother. Rejoice! These life-blighted seas have again been claimed by the loving Breath of the Mother. By this, let it be made known that these seas are now fully and eternally under the rule of the Riftlings. Since the depredations of the Pattern and the flight of the apostates, these lands have grown sparsely populated; may it evermore be the case! Peace eternal comes to these waters, and with eternity comes life, and life is Communion!"


    Faith: Great Project: Firewall in Remote Point (187)

    Spoiler: Conversion of the Inanimate
    Show

    The Architect of the Riftlings Many are a young cluster, purpose-formed for the sacred duties of upholding the Pax Arctica. They were built in iterations, each subcluster of the whole trained in observation of the works of various civilizations, now a combined knowledge in the full Architect. The cluster are given to forming spires and portals, buttresses and crenelations, but the sum of the knowledge is rejection. To build of stone, of shell, these are arts proper to isolates. That the Architect appreciate the work of such creatures is no matter. Their task is something greater, and something perhaps harder.

    To teach spare Pepsin tentacles, barely possessed of life to join into the Architect's own Lesser Communion that they might be instructed is a difficult task. Even with Riftling larvae invading the tissues of this unusual material (and dying in the thousands from the neurotoxins within), it takes months of labor to find a method of successfully inducting the tentacles into a wider consciousness--and months more to teach it to the remaining materials.

    Firewall 1/5


    Faith: Great Project: Firewall in Remote Point (187)
    Spoiler: And Now We Frankenstein!
    Show

    Teaching tentacles to work in concert, to exist in concert was a challenge. Binding them to herring donated for the Firewall is frankly child's play.

    ...Keeping the Herring alive through the process is another matter. It isn't until, in a parody of Mary Shelley's work, that the Architect discover the answer. Working near the surface that the stormy skies above might provide dramatic backdrop to assured success, the Architect are briefly dazed by a lightning strike. More importantly, however, they see that the tentacles and herring nearby are in a similar state. Rousing what polyps they can, the swarm swiftly bind the two by the methods they'd previous discovered and wait.

    Somehow, someway, according to this fluff write-up written by someone who never took even high school biology, it works. And over the next year and a half, the Architect create an entire school of betentacled herring, familiar enough with the Communion to act according to their own dictates, dictates appropriate to the piscine ruler of the land.

    Firewall 2/5


    Spoiler: The Firewall
    Show

    Herring. Tentacular and deadly. An endless wall of herring, trained to tell friend from foe. These will stand eternal as the border of the Pax Arctica with outside threats. Only by the secrets of the Communion they share with Deep Blue will they permit transit through their forests of undulating, Pepsin tentacles.

    The Architect look upon their work and see that it is glorious.


    Faith: Great Project: Eternal Reunion in Danabae (69)
    Spoiler: Necromancy is something of a theme this round, huh?
    Show
    The Doflein are a noble race, so far as isolates go. They recognize at some level their brokenness, and seek to ameliorate their isolation through physical modification. While so many isolates worship their own wretched forms as immutable truth rather than cursed prison, the Doflein free themselves from those very deterministic bounds. In doing so, the tragic geniuses have become masters of the flesh, molding it as easily as others mold sand.

    But yet there is something yet for them to be taught. The Architect of the Riftlings Many, rich in the knowledge learned from the de- and reanimation of tentacle and fish, come from ready to add their knowledge to the Doflein's great project. Far in the north of Danabae, a shallow depression outlines what will in but a few years become an enormous pit. For such brute work, the Riftlings are little help. But the slow trickle of flesh into the place, well. Here they can do something.

    The Architect spread themselves far across the area, infesting each offering and seeking life. Where it is found, they are slowly taught the Communion. Where it is not, they bring the poisons of the Mother. Just as in the Bare Trap before, here the blessing of the Mother is a prison keeping death as far as life now is. The work is but beginning.

    Eternal Reunion 1/5


    Spoiler: Be There Here Dragons?
    Show

    The Ambassador to Neutral Isolates of the Riftlings Many snake through the herring-rich waters north of the Dead Seas, trending ever westwards. In the six years since the announcement of the Pax Arctica, not a word has been heard from the Residuum, not a single scale seen outside their waters. Has disaster befallen them? Do they retreat even now from a world that grows safer with each passing day of Riftling influence? Do they reject the Pax and its protections and obligations? The Ambassador would know, and will seek the answers. Without response, perhaps the Pax will be unable to cover such an unknown.


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

    Next Round Stats:
    Diplomacy: 4
    Military: 3
    Economy: 2
    Faith: 10
    Intrigue: 4
    Last edited by Lumaeus; 2022-09-02 at 02:44 PM.

  14. - Top - End - #284
    Bugbear in the Playground
     
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    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    T
    urn 11 (Years 31-33)

    Polar Bear Faction



    M.A.W.bel v1.0

    Dip: 2
    Mil: 2
    Eco: 7
    Fai: 5
    Int: 2
    Stat Changes: +1 Eco, +2 Fai

    Actions:
    Eco 5: Trade Route with DPB. Start trading them Gravelglass immediately.
    Import Herrings. Export Resources. Acquire computing power. Access hive potential.
    Eco: Purchase Rimestone TP 2 from KNH region 77. Spend 2 treasure. Roll = 17
    We seek our birthright. But we also seek money. Everyone seeks money.
    Fai 5 ai: Holy Order within Magma Falls (51)
    One mans trash = Another mans treasure
    Establish Herring Cluster
    Black Noise approves
    Protect the Recycling Routine

    Fai: Collaborate with Hiveminds (Great Project) (Build the Firewall in 187)
    what is this, I do not understand. Help me understand.
    Fai: Jello, copy censor, add faith to the below action (dip attend event). Spend 1 treasure.
    OooooooooooooooooooooòO
    Fai: Attend the Reef In Bloom
    Receive Mitochondrial Regulation Tech from KNH for Polar Traversal
    Give KNH a treasure in thanks.
    It is found, but the travel will be long and arduous. Please, false gods, grant us your blessings and open the way.


    Non-action
    Black Noise (Spy 7): guard and anti espionage
    Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
    Automatically defend against any unauthorized buyouts/incursions/etc.

    Plastic Flower Recycling Routine. Roll Results
    (Give 1 treasure to RFT.)


    Spoiler: Arctic Nations Only
    Show

    :M: The official recommendation of the ESP is to avoid the bait and the offer entirely. They offer little Prosperity, and primarily threats. Avoiding the choice does not apply a penalty. The Nacres were ready to stipulate their coercion of a choice, and while this is disrespectful, it establishes precedent.
    Disclaimer: This is supremely unlikely to carry weight, more likely the fickle Stewards will just stomp their feet and change the rules. Only attempt if you believe you can diplomance them better than the ESP can.



    Prestige Project (3 action project)
    Construct Abyssal Base

    Step Two Type up?
    Spoiler: Populate Abyssal Base
    Show

    Any abyssal base is not barren of living organisms. Even a smoking crater would be meaningless to perform the abyssal function without residents. Firefly Squid will do. The Medusa do not possess enough leeway to procure them in any significant number, but they add to the heat of the base itself. They're easily domesticated, they won't go running off at the sight of Mammos.

    Most of all, they add variety within the fog. Light sparkles within it, translucent fog to mix in with the black fog. They don't seem to get much from the Fertile Soil sown within the grounds, and so the Eternal Spring will have to procure supply lines to sustain them.


    Spoiler: Construct Abyssal Base
    Show

    The stewards have fled, and while this is a very good thing for the economy of the region in enforcement and independence, it also presents a social problem. Apparently, people, even hives, on the outside think Abyssals are an essential part of a good colony. This is a solvable problem, and by the end, there should be another tourist attraction to marvel at.

    The Eternal Spring begins to construct abyssal bastions within their colony. For now, just making Black smoke put of hydrothermal vents. Something to grow, something artificial. The black spots and smog look fashionable from high up above, at least to however the not eyes of most from the eternal spring can recognize such.



    Coral Dye[Luxury]>>>Riftlings.
    Oppose Dominion Intrusions
    [/spoiler]


    Spoiler: Shell Counting
    Show



    Treasure: 6/15
    Passive Treasure Income: +3
    Costs -3 towards Censor Jello and buying Rimestone



    Next Turn: 7

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
    TP 1 of 55 Chelonian Hunters
    TP 2 of 52 Large Minerals
    TP 2, 3 of Herrings
    TP 1, 2, 3 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 1, 3 of 59 Coral Dye
    TP 3 of 60 Fertile Soil (x2)
    TP 3 of Piezo in 67
    TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
    TP 3 of 71 (Dragon Scales)

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

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

    Trade Routes
    RFT
    Next turn
    More?
    Last edited by Epinephrine_Syn; 2022-09-04 at 12:45 AM.

  15. - Top - End - #285
    Troll in the Playground
     
    bc56's Avatar

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    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 6
    Military: 10
    Economy: 10
    Faith: 2
    Intrigue: 6+1

    Regions
    The Pfithreef: 132

    Actions
    Rolls


    Military: Attempt the Bottomless Trial in Region 100
    At the request of the Hearthmost, Olgght journeys to the unfathomed depths of Region 100. Alone, though not unarmed, the Pfith ruler descends into the deep, following the urging of their core-brand.

    Military: Impress Reaved Aristocracy in Region 104
    Pfith military leaders begin taking small amounts of territory in Region 104 and carving out new fiefdoms for themselves, taking advantage of the lack of existing power structures.

    Military: Send sacrificial soldiers to cleanse Region 105
    Spend a Treasure on this roll.
    A party of volunteers is established for one of the riskiest, but potentially greatest hunts in Pfith history. The warriors are ready to die to find and kill the cause of the corruption in Region 105, or if it should unfortunately not be something which can be killed, end its threat in a less honorable way.

    Intrigue: Secret
    Spend a Treasure on this roll
    It's not who you are on the outside, but what you do that matters.

    Intrigue: Recover the Kela Ein Kamohu.
    The sacred artifact of the Stewards should not remain lost for long. Olgght dispatches small, mobile parties to hunt it down and attempt to reacquire it.


    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado
    With the aid of the Chora, the numerous biomachines necessary for the cloning of living things are transported into Pfilghol from the World Garden. Within the heart of Ghlsgtot, the Everwomb is constructed, a place for faithful Pfith to be born and reborn, the first of its kind in Pfilghol (As a reward for the Marketplace of Ideals, the Everwomb is established as a Sakurado Holy Order in the Pfithreef).


    Spoiler: Passive Bonuses
    Show
    Reputation:
    ABS 1: +1 to resist Sack and Coerce
    ABS 2: +2 to resist Secret Actions
    ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)
    ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry. Captured by Region 107 natives
    Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.

    Spoiler: Military
    Show
    Units: 3/7
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
    Military Technologies:
    Supermarine Artillery
    Razor Current Netting

    Spoiler: Economy
    Show

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

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

    Spoiler: Artifacts
    Show
    Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM. Lost in battle with Region 107 Natives.

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation grand champion!
    Last edited by bc56; 2022-08-31 at 08:05 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  16. - Top - End - #286
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The cities of Leriander and Holy Ovum in the Glossian Sea (135)
    The city of Rumond in the Tideswept Shelf (111)
    An outpost at Narcis's Rest (173)
    Round 11

    Actions

    1. INT - [Investigate the toxic waters east of region 91] 17, SUCCESS, treasure spent, using Brinerays as Filtration Grafts
    Having definitely proven the safety of brineray filtration grafts, the Yellow Shade wastes no time in sending a team to continue to explore the eastern border of the known world. The team is warned to keep an eye out for unusually contaminated waters, as each toxic region discovered so far has had its own unique perils.

    2. INT - [Investigate the brackish waters west of region 170] 15, SUCCESS, using Anoxic Adaptation (no resource)
    Grand Matriarch Alleoro had originally secured funding for a series of three expeditions based out of Rumond, her home. Grand Matriarch Rialta, however, has other plans. The explorers of the Purple Shade originally meant to head northwest of the Tideswept Shelf are instead diverted far west. Fortunately, the crew is already outfitted for brackish seas and experienced with anoxic conditions.

    3. ECO - [Send an expedition south of W35 in the Crimson Moonlight] 17, SUCCESS
    The Cerulean Shade, led by the Reaver-scarred Matriarch Lia, calls in favors and debts to secure enough votes to fund another expensive wastes expedition. The Shade of librarians and scholars hopes to get closer to finding the Reavers' base of operations, and seems convinced that it lies across the wastes despite little hard evidence. The operators of the specialized wastes-traversing jellyfish, the Crimson Shade, offer to take a representative or two from the Greenwater Clans with them on the expedition if the Clans wish to see the ship in action. In turn, they send a pair of observers to watch the departure of the Crystal Garden in the Greenwater: the young Lysimia, Redina, and the Mer most likely to be the next Matriarch, Yuru.

    4. ECO 5 - [Send a trade route to Eternal Spring (ESP)]
    The polar seas were a wondrous discovery! And yet, the many peoples there seem to have no desire to know what lies beyond their own borders. An entire expanse of unexplored ice lies to the south, a siren call to those of the Lux-Glossian Way to plunge into its myriad secrets. Before expeditions can be sent, an outpost for explorers to restock, rest, and change mounts must be established. While the Riftlings boast the best positioning for an outpost, their seas suffer tremendous pressure and depth. Fortunately, the strangely non-photosynthetic Medusaes of Eternal Spring are amenable to such a station being established in their waters.

    5. FAI - [Set 25 holy site faith bonus, great lengths for great discoveries.] Pending approval in the OOC thread.
    Followers of the Lux-Glossian Way are always striving to discover the unknown facets of the world, whether those be new stories to sing, unique resources to barter, or extreme natural wonders to venerate. Merchants, clergy, diplomats, colonists, and explorers who follow this branch of the Way are willing to tolerate long, perilous journeys through the vast wastes while in cramped conditions with carefully rationed supplies in order to reach seas that few have swum.

    Nations that have adopted the Lux-Glossian Way may route through wastes regions when taking actions. Each action that includes one or more wastes regions on the path occupies a Specialized Ship for that turn. Each waste border crossed adds 0.5 effective regions for distance penalty calculations. Military units may not be transported in this manner.

    Non-Actions

    1. Spy non-action. The latest report to the Grand Matriarch is signed Tourmaline, as the Mer spy has changed her name.

    2. Change ruler non-dynastically. Rolls here. Matriarch Rialta passes away suddenly, though not unexpectedly at her age. The Grand Matriarchy falls to her sister as the next eldest, Yree of the Blue Shade.

    3. Offer Filtration Grafts to the Divine Nacres to repay favor debt. The Matriarchs turn over the promised technology, adding praise for the level of detail included in the report. As the results were so satisfactory, they hope that the Nacres would be amenable to further technological tests ...

    4. Ask the Divine Nacres to explore southwest of Magma Falls (51) as a favor. Use Phosphorite to power Bitter Tourism.
    The Gotezhar were extremely generous in widely distributing their discovery of phosphorite-powered portable heat, but they were not precise. Or perhaps the units of the recipe were simply unfamiliar to Lux-Glossian chemists. Regardless, after years of testing with only one major explosive mishap, the formula for a slow-burning exothermic blend is finished but untested in glacial waters. The chemical blend is strapped to the wearer in a fanny pack as heat and a harmless chemical byproduct are expelled around the wearer in a diffuse cloud. The result is that the bearer is often perceived as a particularly bitter-smelling tourist. If the Divine Nacres were to take an extended tour of the area south of Magma Falls, perhaps, the Matriarchs would be willing to supply the exact chemical composition and production steps of the fanny packs.

    5. Ask the Divine Nacres to explore southeast of Artetchhue (55) as a favor. Use Phosphorite to power Bitter Tourism.
    While still new to the politics and intrigue of the polar powers, a buzz seems to have been generated surrounding an undiscovered area to the south. Unable to resist the lure of discovery, yet lacking the infrastructure required to send an investigation, the Matriarchs opt to ask the Nacres for yet another favor. They promise genetic and epigenetic markers linked to adaptation to anoxic conditions as repayment for services rendered to a friend.

    6. Start another monumental undertaking. [1/3] The local Conclave of Rumond, not to be outdone by Leriander, approves funding for stonework of their own. A giant mural depicting all the known species of the oceans will be etched into the cliffs above and surrounding the city. The centerpiece will feature Mer, Lysimia, and Cyphiri, while the outskirts will feature non-sentient animals such as brinerays, gardenbearer turtles, and war jellies. To better plan out the engravings before work begins, a team of biologists from the Orange Shade is dispatched into neighboring oceans to collect, describe, and categorize the local life forms.

    7. Attend Oliver's Ball. The Celadon Shade attends the post-wedding festivities to hand over formal congratulations and make a bid on an eligible bachelor. They come back empty-finned, but Matriarch Lera is too ambitious to let this be anything but a minor setback in her long-term plans.

    News and Discoveries

    • After the Hallus family stabilized the Tideswept Shelf's Reaver-decimated government, they left behind a contingent of mercenaries and diplomats to ensure that the leadership in Rumond remained favorable to Hallus business and influence. In the years since, some of the Hallus party have joined or formed Shades of their own in Rumond. Falnir Hallus, newly risen Matriarch of the Orange Shade, sits in the Grand Conclave this year as the first ever Cyphiri Matriarch. How much influence she will have over the shape of Lux-Glossian politics remains to be seen.
    • The banished merchants of a sea unknown to Lux-Glossian maps descend upon Leriander. While at first a boon to the craftsmen and shopkeepers of the city, their presence soon becomes a strain upon the already tenuous food supply. Nothing seems to be able to persuade them to leave until the sediment clouds of the Trawling Beasts on the southern horizon portend potential disaster, at which point they vanish as suddenly as they appeared.
    • Following the failure of the colonization party of region 187 due to the prolonged polar day period, Lux-Glossian engineers work to create a lightweight and easily foldable sunshade that can be carried by future Lysimian explorers. The result is a thin layer of crimson jellyfish membrane stretched over retractable supports and attached to a carrying stick with a curved handle. As the device is made of lamella and is intended to maintain an umbra over the holder, the engineers have named it an umbrella. Such a device would certainly be useful if Lux-Glossia were to continue to be involved in polar affairs ...


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

    Ruler stats for round 10:
    Diplomacy - 2
    Military - 3
    Economy - 5
    Faith - 2
    Intrigue - 6

    Ruler increases: +1 Intrigue, +1 Economy

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

    Ruler stats for round 11:
    Diplomacy - 4 + 1 = 5
    Military - 3
    Economy - 4 + 1 = 5
    Faith - 2
    Intrigue - 4 + 1 + 1 = 6

    Spoiler: Reminders for myself
    Show
    End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only (not planning on using it)
    End of round 11: Auction for Tipsy John ends (not planning on bidding)
    End of round 12: Genus Taxonomia Vadosus Mare ends (0/2 entries complete)
    End of round 15: Chora rep for waste exploration ends (0/2)
    End of round 15: Steward offer of treasure for favors ends (probably not using)
    End of round 15: Nacres offer to coerce TPs for favors ends
    End of round 15: Chora offer to sway factions in owned regions for favors ends
    Gaining 2 treasure per round, 0 treasure left over from last round
    Carrying over 1 extra treasure to the next round (only spent 1 this round)
    Write up that thing for Role ASAP
    Write up region 173
    Make a flag!
    Draw some fancy maps
    Code some fancy maps
    Last edited by Aerin; 2022-09-03 at 05:20 PM.

  17. - Top - End - #287
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 11
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 7 Military 5 Economy 10 Faith 8 Intrigue 2
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Faith
    1. Attend Event - Oliver's Ball [Diplomacy] - Unrolled
      The announcement of another big Middish celebration is met with excitement by the Cyphiri, as always, and it isn't long before a delegation from Cyph-Arel arrives.
      Spoiler: Sub-Actions
      Show

      • Accept Bitter Tourism and Filtration Grafts from GTZ
      • Give GTZ 1 Treasure
      • Accept Holographic Certification from STC
      • Give STR Anoxic Adaptation
      • Give GWC Composite Grafting, Graduated Symbiosis, Photospore Signalling, Supernatic Propogation, Trophic Deconvolution and Anoxic Adaptation
      • Accept Electrodialytic Staurozoa from SEN
      • Give SEN Anoxic Adaptation and Trophic Deconvolution

    2. Establish Confederation Claim on 124 (2 Treasure Spent) [Diplomacy] - 14, Success
      With the common populace of the Emerald Tidelands following the Flowing Way and being receptive towards the Union, Cyphiri diplomats begin spreading the idea of an alliance and union between the two countries. Among the Tails, their strongest supporters in the region, they extoll the benefits of being connected to the Cyphiri trade network for quality of life, the opportunities to join Cyphiri families and Houses for a better life, and the greater connection to the peoples who follow the Way, while their offers to the Kalan themselves are more focused on how they'd personally benefit, particularly those not tied with the Stewards, and warnings on the risk of disobeying the will of their people. While they see great success among the Tails, the Kalan seem to need more convincing.
    3. Convert HS1 of 128 (B'kini Bottom) [Faith] - 15, Success
    4. Convert HS2 of 128 (B'kini Bottom) [Faith] - 11, Failure
      With many of the Cyphiri followers of the Way finding the need for their guidance in the Emerald Tidelands lessened these days, some families begin looking out for other places that would benefit from their understanding. The notion of reminding the residents of Pyl-Garat on the benefits of the Flowing Way is quickly rebuffed by House Pylet, who pointedly encourage them to move on. This brings them south, into the lands of the Gotezhar, a land whose people have quite interesting beliefs. Finding their place for the time being, and not holding a grudge against the Pylet for forcing them here, they set about understanding the local faith and how it fits into the Way, and teaching the merits of the Flowing Way to the people living here. Some of the Mer are receptive, but others prefer to hold onto their beliefs and refuse to see how it all fits into the Way.
    5. Impress Merchants of 139 (Using Domesticated Sea Cows to satisfy Manual Labour) [Economy] - 22, Success
      Following talks and arrangements made in the Builder's Union celebration, House Tellan begins to establish a presence for themselves in B'kini Bottom, driving a few herds of their sea cows south from Pyl-Garat into the region and putting them to work showing off how the animals can carry loads, pull things and do other feats of dumb labour and brute force with minimal coercion. Before long, they're able to secure arrangements to supply most of the region's settlements with draft animals, paving the way for further expansion in the region.
    6. Impress Merchants of 140 (Using Ray-Ear Seaweed to satisfy Spices) [Economy, MM Bonus Action] - 16, Success
      While the Belar may not be sending Wayfinder on any grand expeditions, their preparations still send their agents beyond the borders of the Union. Some head east to the waters where the Carral family holds sway over the flow of business, using agreements struck between House Hallus and House Ulnesh and old contacts from their eastern expedition to establish a staging post close by to Death’s Passage, where a gap between Death’s Passage and the Greenheart gives a clear path into the souterhn wastes. Others look for another potential staging point - places that that give them new places to supply the Wayfinder and send it out into new wastes from. Some more adventurously-minded Belar suggest the far west, noting several potential regions around the unexplored stretch of wastes the Lux-Glossians had to go around in their expedition, but in the end the Belar leaders decide to stay closer to home, settling on the region of waters that Anastasia made accessible, noting the ease of resupply and the relatively short distance between the two staging points. Deals with the Kelad provide them with the edge they need, selling on the spices made from the Kelad's northwestern farms to satisfy local desires and establish the standing among the locals they need to make their project happen.


    Nonactions
    • Provide <resource TBD> to OKI through the trade route.
    • Spend 1 ABS Reputation and 2 Favours to request the construction of an Artefact.
      Impressed by Shero'ah Hakkol and the reports from the Belar of their early tests with it, Baran gets in touch once again with the Stewards and promises future assistance in exchange for another of their treasures. In light of the discovery of toxic waters to the northeast of Cyph-Arel, and the amount of work required to carry out the Cyphiri's preferred solution, he asks for something that would allow them to better carry out bioengineering projects on a large scale.
    • Spend 1 DNA Favour on Survival Of The Fittest to have them Coerce TP1 of 173.
      While Pelir Hallus and her cohort are sent alongside the diplomatic delegation to Middish ball to secure technologies that have passed them by, other trusted Hallus researchers set about making sure they have what they need at home. Of most interest to them is the ability to traverse the toxic waters to the northeat of Cyph-Arel, in light of the Divine Nacres investigating and the interesting reports heard back, and they are dismayed to come to the conclusion that there isn't anything suitable To recify this, they get in touch with the Nacres before they leave Cyph-Arel and request that they acquire a suitable organism for the grafts, pointing out a region with a species which should work - the Lux-Glossian colony to the far west, and the small filter-feeding tubeworms that dwell there. The matter of the means the Nacres take doesn't particularly cross their minds.
    • Contribute 1 Treasure and Domesticated Sea Cows to the Gotezhar attempt to direct the Trawling Beasts to the northwest
      The emergence of the Trawling Beasts piques the curiosity of many Cyphiri, and while they can't see much many still make the westward journey to be close to all the excitement. Meanwhile the official response to the threat is discussed by the Union Council, taking into consideration the efforts of the other countries and their projections of where the Titans may eventually end up if they were sent in any particular direction. Eventually, a conclusion is reached that the Cyphiri would assist the Gotezhar in their attempt to direct the herd west, as far away from the majority of the local powers as possible - the risk to the Pfilreef and definite danger in the Costa's newest region of interest is noted and debated, but it's still decided that it's the least bad outcome. The task of carrying out the Union's part of this falls to House Tellan, who take the supplied gold and fashion shiny ornamentation for the cow herd they drive to the region in question - the logic is that if the Stewards think that shiny and precious things will attract the Beasts, and the Gotezhar are also trying to tempt them with food, then food with the shiny things attached will execute both strategies at the same time.
    • Continue a Monumental Undertaking - The Grand Archives of the Cyphiri (2/3)
      Spoiler
      Show
      With the plans made, space made and the archivists assembled, the creation of the Grand Archives moved into their next stage. It was decided that the original building, the current Archives, would remain intact - after all, a good amount of respect for the past was important for understanding the mysteries of the Way, and not needing to move and potential disrupt the oldest records and stories was useful - and instead the Grand Archives would take the form of a group of buildings dedicated to different aspects of the archivists' mission. Their work further afield done, and their workforce assembled, the Council Fund starts construction according to the design they were given:

      The current Archive building would remain the heart of the Grand Archives, becoming known as the Old Building. Here would be where the leaders of the archivists would run the project, where those wanting the old lore would come, and where new archivists were trained. For now, while the rest of the Grand Archives were built, the focus was on training up all the new recruits the Fund had sent their way.

      It was decided that each of the other major countries following the Flowing Way would recieve their own building - representives of the Fund are sent to the Middish, Gotezhar and Lux-Glossians for input on the details of their building, while others collect their stories and histories, the three buildings (and a fourth for the various smaller countries and groups that followed the Way) forming a row to the left of the Old Building along the edge of the settlement's farmland.

      Other buildings of various sizes and focuses were planned elsewhere in the waters assigned to the project. Some would be specialised buildings, focused around a particular kind of expression of stories - such as the East Stage, where more vocal forms such as song and play are shown - while others would be focused around topics and particular groups - each of the major organisations are sent an offer to have some of their representives be allocated a space here to tell their tales and explain their ways, and elsewhere the War Room is set up to hold records of the various battles over the decades that are known to the Cyphiri (as a part of this, polar countries soon find war archivists wandering their lands to learn about their own military histories).

      To the right of the Old Building would be a long building following the edge of the farmland in the other direction to the buildings of the other Flowing Way countries, and it is here that the archivists and those who support their mundane needs will live and rest when not working.


    News and Rumours
    • The Belar are a cautious lot, and although Wayfinder has been completed and readied for waste exploration to everyone's satisfaction they still just busy themselves with short excursions and training excercises, apparently wanting to ensure they have the best crew who know how to use the Abyssal Stewards' gift as well as possible, and that their staging points are as ready as possible, before setting off on any substantial journey. A more critical view, held by some Cyphiri of other families, is that the Belar are waiting for others to do the initial exploration and mapping so they can focus all their time on finding valuables out there, and this is not entirely false.
    • The Cyphiri make it clear that they are hopeful that they can arrange the cleansing of [121] under the Chora's direction - a sign of their returning respect and fondness for the nomads - soon, and politely request that other countries do not interfere, particularly if they are planning on taking a more destructive approach.
    • Lanit Hallus returns from Oliver's Ball quite intrigued by the ways of foreign cultures around intermarriage and the related politial alliances. She starts to come up with a plan, and after confirming it with Baran, heads to the west of Cyph-Arel into the brackish leech-infested waters with a force of aides and guards.
    • Ashal Hallus, Baran's daughter and his apparent planned successor, is growing well and the scholars and sages of the Flowing Way attending to her are reporting some successes in their ability to predict her future. It seems like it'll still be quite limited, but the mood around the project is optimistic.
    • The Kelad family have quietened down about the Black Pearls in recent years - they're still opposed to the syndicate, but aren't making as much noise to the Council about them now, even though they now have House Tellan to give them a greater voice. Common opinion among other families is that they're up to something.
    • The Sakura-Jin going to war on a neighbouring region increases the concern many families are feeling about them. While confident in the ability of the Flowing Peace to ensure they won't be completely conqiered, there is a concern about the damage the Astartes may cause before the warriors of the Flowing Way could defeat them. Nobody significant is calling for action against their neighbours, though.
    • News from the Carral family of troops under the banner of the Greenwater Clans moving into [123] is a little concerning, but by this point the Cyphiri have figured out the best ways to keep control of their holdings in a warzone and the Carral are confident that between that and initially positive relations with the Clans it shouldn't affect the flow of blubber to the rest of the Union. If anything, the Carral are optimistic about the benefits of the region having a centralised authority once again.


    Houses and Families of the Cyphiri Union
    Spoiler
    Show

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

    The Council Fund
    TPs: 122.1
    <find the old fund summary and rewrite>
    - Artan: The head of the arm of the Council Fund that works with mercenaries, and the one who made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force. As that force developed into the Retainer Guard, she's leveraged her role in things to become one of the major players in the military, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Her parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

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

    Belar
    Other: Wayfinder, Gulgolet Shero'ah Hakkol
    A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They established a mutually beneficial relationship with Pelir Hallus some years ago, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union, and with the establishment of the House system they've fallen fully under the banner of House Hallus.

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

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

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

    Kelad
    TPs: 117.1, 127.1
    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.

    House Pylet
    TPs: 129.2
    Supports: 129 (Mercantile)
    Other: Pyl-Garat (129)
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of Pyl-Garat, but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.

    Other Families
    Holy Sites: 122.2, 122.3


    Statistics
    Spoiler
    Show

    Special Actions Available: Diplomacy 5, Military 5, special Hoard Treasure (Int-based, +2 Treasure, until end of round 12)
    Special Actions Used: Economy 5, Economy 10, Faith 5

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 3, 0 Favour (Expected Change: -1 Rep, -2 Favours)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    - Favoured: Gain Magma Forges technology
    The Chelonian Chora: Rep 2, 0 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 1, 1 Favour (Expected Change: None)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige Rank 2, 1 Prestige (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 2 (Expected Change: None)
    Unit Cap: 7

    Aristocratic Support
    122, 111

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

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


    Economy
    Spoiler
    Show

    Treasure: 6 (Expected Change: -2; Rate 2 - 4 spent)

    Trade Posts
    Effective Total TPs 15
    Treasure Rate 2

    Trade Post Resource Use Support Rate
    109.1 Swarm Ash None Cyphiri 2
    117.1 Biolumiscent Tunicates Support of 118 Black Pearls 0
    118.1 Domesticated Sea Cows Support of 126/129 Cyphiri 2
    118.2 Domesticated Sea Cows Support of 126/129 Cyphiri 2
    122.1 Native Gold None Cyphiri 2
    122.2 Native Gold None Cyphiri 2
    123.1 Malleable Blubber None Cyphiri 2
    127.1 Ray-Ear Seaweed Support of 122/123 Black Pearl 0
    129.2 Nutritious Silt Support of 125 Cyphiri 2
    134.2 Cobalt Dye None Costa Sereia 1

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

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    Wayfinder

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

    Anoxic Adaptation Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 18

    Clerical Support
    122, 124

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

    Artefacts
    Arthan’s Head As an action (that can be associated with any stat), the owner of Arthan's Head can select a region for the Head to focus on in the next round. This provides a +1 bonus to all actions targeting that region that use the same stat as the action used to focus the Head in the round before.
    Shero'ah Hakkol One Prospect action per turn in a Wastes region gains a +2 bonus.

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity, Integration


    Total Passive Effects
    Spoiler
    Show

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

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

    Misc
    Merchant Marine: Extra Economy action, 15 treasure cap, can spend 3 treasure on a roll, foreign TPs in mercantile support regions count towards treasure, can provide two resources through a trade route

    Last edited by Volthawk; 2022-09-03 at 07:59 AM.

  18. - Top - End - #288
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 11
    [Gotezhar Builders Union]

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

    Actions:
    1. [Economy] Establish Colony in 137 [1/4] (Spend {1} Treasure, World Wonder, [2/4])
      The Builder's Union grows stronger, and the fortunes of the Gotezhar are set upon building up the southern region. So many rumors about how the water tastes like colors!
    2. [Economy] Establish Colony in 137 [3/4]
      Alas, someone went and made the water taste mostly normal! With too much effort already put into colonizing the region, the Builder's Union expands regardless, as it can always use more Clouds.
    3. [Economy] Establish Colony in 174 [1/4] (Spend {1} Treasure, World Wonder, [2/4])
      The far western colony is a curiosity that neither Gotezhar nor Mer can ignore, so many families hold serious discussions about joining the soon-to-be caravan that will travel to reinforce the early colonists.
    4. [Economy] Establish Colony in 174 [3/4]
      Joined by a contingent of soldiers to help protect them, a large caravan of new colonists start the swim to the far western colony.
    5. [Intrigue] Build a Smoking Garden in 136 [1/4] (Spend {1} Treasure, World Wonder, [2/4])
    6. [Intrigue] Build a Smoking Garden in 136 [3/4]
      Finally receiving permission to build a Smoking Garden, the Gotezhar waste no time in showing the Abyssal Stewards their effectiveness.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • In order to respond to the Flowing Peace agreement, to protect Lux-Glossia, and possibly divert the Trawling Beasts from getting too close to the Gotezhar borders, Mira'din asks for the fastest swimmers to leave Pure Berries along the northwestern border of (Region 101). Additionally, funding is used to have guards watch to ensure the food is not moved away from where it is placed, though the guards are told to swim away as soon as they know the Trawlers are coming Northwest. Saftey is important! [Use Food and (1) Treasure to divert the Trawlers to the Northwest]
    • Attend Oliver's Ball [CCA Round 11 Reward, Attending Events is Free]
      Spoiler: Sub-Actions
      Show
      • Gift Bitter Tourism to OKI
      • Gift Bitter Tourism to the Cyphiri Union
      • Trade Filtration Grafts to the Cyphiri Union for 1 Treasure
      • Trade Bitter Tourism and Razor Current Netting to SEN for Electrodialytic Staurozoa and Devolving Standardized Integrations
      • Trade Razor Current Netting to the Seatide Confederacy for Holographic Certification
    • Attend Fruits of the Reef in Bloom [CCA Round 11 Reward, Attending Events is Free]


    Spoiler: News and Rumors
    Show

    • The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out why they are attacking then they are in finding the Reavers themselves...
    • Mira'din the Mer, though now Feytor Mira'din, continues to train her Lank'a Master spear sytle. She finds that what used to be a chore is now a way to meditate, and grow closer to the Bolya that surrounds her.
    • These days, while rare, it is not uncommon in Ezcorher to run in to a young man or young woman Mer fulfilling the same roles as other Gotezhar. It would seem that all the former orphans are all grown up... and a few may even start having children of their own soon.
    • Mira'din supposedly is looking for a mate, but when asked directly if that's true, will roll her eyes and not answer. Those who seek out the sources of the rumors will trace them back to her Cloud... the same family that now seems to think it is their responsibility to take care of their menina.
    • The massive number of new oceans - and new clouds! - cause a susurrus of whispers for weeks within Ezcorher and Colownya. Many groups of both Gotezhar and Mer start discussing whether or not they should follow the colonists to new waters. Feytor Mira'din herself orders a number of soldiers to make the arduous journey to the as yet unnamed far western colony, in order to protect their interests their.



    Spoiler: Ruler Information
    Show

    Feytor Mira'din, Tsunami's Wake D M E F I
    Current 5 6 4 4 1*
    Rolled Stats 5 4 3 4 1
    End of round 10 0 2 1 0 0
    End of round 11 0 0 0 0 0
    *Treated as a 4 for from PRS Rank 4 for rolls

    New Ruler Next Round!

    Expected Stat Bonuses: +2 Econ, +1 Int


    Spoiler: Book Keeping
    Show

    Units: (7 / 12)
    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

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

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

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

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

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

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Razor Current Netting
    +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold
    Supermarine Artillery
    +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Bitter Tourism
    The user can now cross Glacial borders.
    Filtration Grafts
    The user can now cross Toxic borders.


    Spoiler: Saved Actions for Later; Not Using this Round
    Show
    [*][Military] Raise a Unit[*][Military] Raise a Unit
    Feytor Mira'din, the new 'big boss' of the Builder's Union, knows the limits of her strength. She calls for volunteers to help protect the growing number of regions under the Union's control. To her surprise, a vast number of willing volunteers answer her; Gotezhar and Mer both!
    Last edited by Gengy; 2022-09-02 at 10:25 AM.
    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

  19. - Top - End - #289
    Barbarian in the Playground
     
    PirateWench

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    Default Re: Empire 7: Into the Depths IC Thread

    The Magaramachi

    Tropical, Region 11

    Ruler: Leviathan
    D2 ; M7 ; E3 ; F4 ; I2


    Yeah, that's what I thoguht, turning east! Eel thinks it's so big, but turns aside rather than come this way! Knows it'd get eaten by me, Leviathan, the biggest thing in the oceans!

    Standard round actions (5)

    1)You think YOU'RE going to eat the world? Ridiculous! Part 3 (Military - Attempt to oppress Clerical Support in Region 10 -Success)
    Well, I mean, she'd already started eating them. What was she gonna do? Stop? A number of the larger Magaramchi, those who had formed their own idiosyncratic cults, are eaten. The remainder, even with their poor intelligence and all consuming ego, decide that they should scream about their eventual domination and eating of all things using only their inside-the-head voice. It won't last, that's all but guaranteed, but for the moment the self-appointed clergy are willing to do as they're told.

    2)We need more space Part 2 (Economy - Attempt to explore north of region 10 - Fail)
    Perhaps the full story is only known to the Chelonian Chora. But Lojanese merchants bring back bits and bobs. The Mare (or possibly the Mimic, there seems to be some debate) appeared in Magaramachi waters. With utter predictability, the first Magaramachon to see it tried to eat it - while the Magaramchi are obligate carnivores, the currents caused by its movement clearly felt sufficiently animal to trigger the default response. The Magaramachon bit the Mare's neck in a fairly standard hunting move - instinctively trying to cut off blood supply to its jaws - but the Kelpie's physiology was sufficiently different that it just got a mouthful of kelp, doing no real damage. Maybe the Mare was trying to flee, maybe it interpreted the thing on its back as a rider, its ways are pretty inscrutable. Regardless, it took off at a fair pace northwards. A fair enough pace that others nearby interpreted the created currents as a large prey creature fleeing. So they gave chase, hoping to share in the ensuing feeding frenzy. And so an informal carvan headed north. With no planning, no supplies, a widly hallucinating leader and a mare with, probably, no clear picture of what was happening it's not at all surprising none of them returned to give a description of the waters to the north.

    3)All this is mine (Economy- Hoard Treasure)
    There is, or was, a large clump of sweet tasting algae floating on the surface. Now only Leviathan has it. She got the idea from observing a trade caravan paying its workers - by doling it out to favoured underlings she can persuade them to do things they would normally not. The plan is flawless: Bully some underlings into gathering it for her, bully some other underlings into giving part of it out to yet more underlings who then do stuff, all the while skimming beautiful huge mouthfuls off the top. It's wonderfully elegant. Being the biggest is awesome.

    4)Tiny's so cowed I can even let him out of my sight (Military 5 - Recruit General Military Score 7)
    Challengers are a thing that happens and a sixteen foot male calling himself "Colossal" wasn't even the only one that week. The only unusual part of it was a shoal of tasty fish swimming by just as she was eating him. Seeing tastier prey she abandoned the partly eaten challenger to, presumably, sink to the bottom and be eaten by mudscum while she pursued new quarry. He survived though. Missing his right rear leg and tail, with large wounds across his stomach, but still swimming (albeit with a tendency to pull to the right). Which presented an interesting opportunity. He's still considerably bigger than the non-sentient and barely sentient whelps that make up what she proudly calls her army but isn't, and knows he's not, any threat to her personally. What more could you want from a moderately trusted underling? Of course, if he ever gets his limbs back he's gonna be straight back for her but the Magaramchi don't have grafting technology, so... "That seems like future-me's problem" is her happy conclusion. One insulting renaming later, and he's off to boss around her troops.

    Proposed tactical doctrine awaiting approval

    5)Tiny can watch some of them while I'm not. (Military.- Recruit Unit)
    And having another set of current sensors means that even more of the tiddlers can be beaten and bullied into something approximating service. Sure, she could have done it herself but it's better when other people do things for you.


    Net effects in Round 10
    Military+ 1, Economy +1
    Units 4 -> 5 (Current Max 5)
    Treasure 0->1 (Current Max 5)
    Clerical support in region 10 is oppressed
    Mil 5 used.

    Non-actions for Round 10
    • Support Everything The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any. Tossing a handful of sweets in the water will ensure local support for anything needed. Sacks, sways, whatever. If anyone wants to do something, they can get local support easily.
    • Hostile Terrain for Everyone Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    • Ride the mimic Accidentally. But still provide the mimc/mare with a rider (See action 2)
    • Songline of the Sunilt Seas Provide the turtle riders with a song (See below)


    Spoiler: Songline of the Sunlit Seas
    Show

    The Magaramachi don't have written records. Even leaving aside the average intelligence, they don't have eyes. But they do have records of a sort. Their "songs" are a combination of vocalisations and induced water currents and they use them to "record" things that have happened. They only have three or four tunes, though, and just recycle them with different words, though their idiosyncratic communication makes translating direct rhymes difficult. In a rare moment of loquaciousness, two are passed on to a travelling turtle rider.

    The first is basically a nursery rhyme. While the Magaramchi don't really have parental instincts, showing off how smart they are comes naturally.
    Spoiler: Song One
    Show

    These are the things of the sea.
    First there's us, the Magaramchi:
    Do as I tell you and you won't get hurt
    One day I'm going to eat the world

    Then there's the algae that floats on the top
    Some good to eat, some that will make you drop
    The good ones to eat are black, red, and blue
    I don't need them - I'll eat the world

    Black is boring, red is sweet
    Swirled: sort of chewy. All good to eat
    Dark red makes you sick, blue makes you worse
    You, not me - I could eat the world

    Then there's the mudscum in the mud on the floor
    Foul tasting and dangerous, don't need to know more
    Even the mud can get through your scales
    Not that it matters - you won't eat the world

    Shoals of fish: not much to say
    Mostly if you eat them they swim away
    The best ones are the ones with scales all swirled
    Good enough for you - for me: the world

    There's the travelling turtle guys
    And the sphere living small fries
    Not much of interest in those two groups
    I'll eat them all when I eat the world

    Think that's pretty much it for things in the sea
    "Bunch of other stuff and the Magaramchi"
    That about sums up the world
    Which I will eat


    The second occupies a specific place in Magaramchi society. The struggles for dominance endemic to their society are overwhelmingly one-on-one but sometimes an individual is charismatic/powerful enough to lead a small group which attack a superior together. However, cooperation doesn't come naturally to them and this song is sung in concert in order to coordinate attacks and prevent anyone forgetting who it is they're supposed to be fighting.
    Spoiler: Song Two
    Show

    We....'re swimming this way to fight this guy
    Don't get distracted. Ignore the fish.
    You're coming with me to fight this guy
    This is the right way. Follow my lead

    <Repeat verse one for as long as needed until the quarry is in sight>

    Thissss is the guy we've come to fight
    You guys listen up. Ignore the fish.
    I am me and that's the guy
    The one right in front. Attack him now

    Iiiiii know it's hard but listen up
    It's him we're goan' fight. Ignore the fish
    If you're biting someone else
    You're on the wrong guy. Quickly. That guy.

    <Repeat verse three for as long as possible during the fight>

    Thaaaaaaat went absolutley terribly
    You got distracted. You chased the fish
    You're the worst lackeys I've ever seen
    Once I've ate him I'm gonna eat you all


    Last edited by Kythia; 2022-09-03 at 04:22 PM.

  20. - Top - End - #290
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 10-12 of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights
    Round 11

    Actions:

    1. [Faith] Spiritual Cleansing of Region 96, using the Regalis Arbor from 114: 12 vs TN 12

    2. [Faith] Seek Aid for establishing a marriage claim on 116: 15

    3. [Faith] Seek Aid for establishing a marriage claim on 118: 22

    4. [Diplomacy] Establish a marriage claim on 116: 16
    Grand Master Oliver follows up personally on his brother's efforts to secure him a wife among the Anurians, and some combination of his winning personality and the geopolitical reality of the Order's power evidently endears him to the local magnates. He arranges to marry the daughter of one of the leading families, before traveling south and east.

    5. [Diplomacy] Establish a marriage claim on 118: 15
    The Grand Master makes his way to [Region 118] to relieve Conrad Montpied of his colossally bungled diplomatic mission in the region. In the process, he manages to display a humility previously thought lacking among Middish nobility, which is apparently enough to result in offers of marriage from several eligible women of some standing, many of families with great sway among the sea cow herders.

    Nonactions:
    1. The Chelonian Chora still dislike the Order, but a promise is evidently a promise, and they agree to bring invitations to the Grand Master's Ball to the corners of the known seas. Host Oliver's Ball for free, with the Chora's aid


    Spoiler: News and Rumors
    Show
    • The discovery of a new nexus of civilization to the far south....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 5
    Military: 3
    Economy: 4
    Faith: 10
    Intrigue: 5
    Rolls

    New Ruler Next Round? No
    Expected Stat Bonuses: +1 Diplomacy


    Spoiler: Other notes
    Show

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

    Units: 4 / 7

    Treasure: 0

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

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

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

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

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

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


    Valid Holy Orders: 114

    Reputation:
    • 1 ABS favor
    • 1 DNA favor
    • PRS rank 3
    • Signatory to the Flowing Peace, alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-09-03 at 08:01 PM.

  21. - Top - End - #291
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lambent Matron Adiratna
    Diplomacy 10
    Military 10
    Economy 9
    Faith 2
    Intrigue 5

    Expected Stat Increases: +1 Economy, +1 Intrigue

    ...

    Actions
    • Economy - Buy Out TP 2 of Carcinized Architects in Region 20 - 14
    • Economy - Buy Out TP 3 of Granite Slabs in Region 15 - 14
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Intrigue - Investigate the emergence point of the Eel Without End to clarify whether the titan is, indeed, infinite. Spend 1 Treasure - 15
    • Intrigue - Secret


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-09-03 at 02:45 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!

  22. - Top - End - #292
    Halfling in the Playground
     
    Autumn Stars's Avatar

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    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 11

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

    Actions:

    1: [Economy] Supply Separatum Corporate Holdings [59] with Electrum.
    After some significant troubles, the Gravetenders finally arrive within the Separatum Corporate Holdings. They suffer a bit of a shock at the state of affairs, and concerns are raised back to Bastion through the Blossoming Icons. Swiftly, new debate strikes up among the Gravetenders of New City Pardalis. Rather than death and spiritual matters, however, the conversation is of greed and wealth, and what must be done for people.


    2: [Economy] Contribute to the Verglas Volumes.
    Sersi agrees with the aims of the Verglas Volumes project, and sets a delegation of Gravetenders to aiding the Abyssal Stewards however they can. While all research on Maker architecture is provided, these Gravetenders find themselves inspired by the recent economic discussion, choosing to focus on providing more materially.

    3: [Diplomacy] Raise Reputation with Chelonian Chora. [Roll: 9, TN: 10. Fail!]
    With the Abyssal Stewards turning their gaze upon Eternal Spring, Sersi takes a step back. For all that the Gravetenders have always been friendly to them, their requests border, or even cross the line of the Pax Arctica. Her attentions turn elsewhere, to spreading understanding and by extension, the Blossoming Sequence. The Chora's songs reach many, and so she goes to them. Alas, her work is spread too far.

    4: [Diplomacy] Great Project: Firewall in Remote Point (187) [3/5]
    Sersi has never shied away from work, and neither do the Gravetenders as a people. Driven by her dedication, Gravetender Akathi of Seatide reaches out to the Pepsin. The project of the Firewall has begun, and they have much that might be contributed. The work is one part preaching, one part persuasion, and entirely within Akathi's capability. Several Pepsin are convinced to make donations to the Firewall Project, though no one seems to know why Deep Blue called it that.

    Tentacles and bodies are provided to the Architect, as well as Pepsin biologists, in order to ensure success. Gravetender Akathi joins them, dedicated to seeing the results of their labor. Their faithful remain within Seatide, continuing their work of understanding the Tidal branch of the Blossoming Sequence.

    5: [Military] Promote General. Sersi The Pale [Military Score: 10!]
    Established as part of Sersi's dedication to the Pax Arctica, the Silvered Legions gather in force within the fortress of New City Pardalis. Here, Sersi herself gives lectures and organizes their training, in the process of writing a new dissertation. Unexpectedly, many Gravetenders have given themselves to the Path of War in the past half-decade, but is it truly a surprise that many of them would stand up to defend the Pax Arctica?

    6: [FAITH] Great Project: Firewall in Remote Point (187) [4/5]
    There is more work to be done. Gravetender Akathi studies the project closely, certain that they have more to contribute. In the training and design phase, they find what they were looking for. Studies of the resonance, that binding effect between the Makers and their creations, are freely available to all Gravetenders. After the request arrives in Bastion, Kelusyn themself arrives. With what amounts to a living encyclopedia of the resonance on hand, (or fin, in the case of most species,) incredible progress on adapting it for use in the Firewall is made.

    Tiny samples of Maker flesh are provided, and Kelusyn works closely with the Architect to adapt them to the betentacled herring of the Firewall. While Gravetenders will, inherently, be recognized by the resonance, organic life would not, and so some method of marking welcomed visitors is required. Silver is delivered from Pardalis, and forged into implants, fit to be applied to those trusted by the Communion and the Sequence. Several of these are made, and treated with the same holy reverence the Gravetenders have always had for Maker artifacts. Each one allows a small group led by a trusted individual to move through the Firewall un-assailed, though not unreported.

    Non-Actions:
    [A Monumental Undertaking] [1/5]
    The Gravetender's have, at last, secured the ability to grow as the organics do. The creation of new Gravetenders, called Disciples, reveals an important question, a need overlooked. Plenty of writings have been produced by Gravetender hands, and yet... There is no simple way for a newly created Gravetender to study the history and knowledge of their people, except by the Debate. And while the Debate is sacred, it is not a substitute for dedicated learning.
    Inspired by the Grand Schola in Kar-Nath, Sersi's Disciple Elkelt proposes an archive be created. Sersi agrees readily, placing the project in their hands. Nathi architects and scholars are contacted via Blossoming Icons as Elkelt begins requesting copies of every scrap of Gravetender lore ever written, and of course, that of the Makers as well.

    [Accept the Bounty of the Depths.]
    Though Gravetenders are not particularly prone to greed, recent events have left them very aware of the benefits of wealth. Soon after Sersi's delegation for the Verglas Volumes bears fruit, she takes them up on the offer of wealth. And once more, her eyes set upon [Region 81], where she believes further Maker remnants may be found.

    [The Reef Which Never Falls Silent: Host the Reef In Bloom. Followers of the Blossoming Sequence may attend as a faith action.]
    The Reef In Bloom welcomes any visitors from warmer waters, this year, with extra space set aside for anything they might bring.

    [Blossoming Icons: Seek Aid on (nothing, i played myself.)]

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


    Spoiler: Stat Changes
    Show

    Diplomacy +1
    Economy +1

    Stats for next round:

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

    Spoiler: Statistics
    Show

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

    Spoiler: Diplomacy
    Show
    Reputation/Favors
    The Abyssal Stewards: Rep 1, 1 Favor (Expected Change: -1 Favor. (+1-2)
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 3, Prestige 5? (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead

    Cultural Identities
    None

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

    Aristocratic Support
    78, 76

    Generals
    Sersi The Pale [10]

    Fortresses
    76

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

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

    Trade Posts
    Total Owned 0


    Mercantile Support
    78

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    Specialized Ships
    None

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


    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 16

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

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

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

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

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

    Spoiler: Intrigue
    Show
    Spies

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

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


    Spoiler: Golems of Import
    Show

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

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

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

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

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

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

    Last edited by Autumn Stars; 2022-09-02 at 01:52 PM.

  23. - Top - End - #293
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Most Serene Lojanese Republic
    Time: Round 11, Place: Regions 6, 9, 11 and 13
    Prime Minister Hoerthd Thnoet
    Diplomacy: 6
    Military: 5
    Economy: 7
    Faith: 2
    Intrigue: 5



    rolls

    Actions:
    1. [Diplomacy]Sway merchants in region 5, buy out Waveweed Root TP 5.1
      Sway: 2d8 + 6 Dip + 1 Prestige - 0 distance vs TN 12 (open, own TP in region 6) success
      Buyout: 2d6 + 7 Eco - 0 distance vs TN 12 success
      Time to sit on thrones in the shiny new palace and demand tributes from all the foreigners! Difficult questions like who really owns the palace - the government, or the merchants and nobles that co-funded it - are set aside for later as everyone is happy that such a feat was achieved, the construction of the biggest and most luxurious building in the known world. Our descendants will remember our times as a golden age, certainly, except if they should be even more prosperous.
    2. [Military]Invade Kaarme (14) again. Route: Adjacent. General: Zabkrew. TD: Graceful Show of Force. Technology: Death Commandos (+1 battle). Units: 2. Ruler Military bonus: +3 Treasure spent: 2 (+1 battle, +1 battle from city, +1 mercenary unit). Total bonus to battle, not including outnumbering: +6
      The likes of Master Juma will be crushed, and Kaarme will be conquered, no matter what. The resisting units do not know what is good for them. If the Most Serene Republic had not graciously offered to take Kaarme under its wings, it would have been simply gobbled up by another power, perhaps a less scrupulous one.

      This time, the Lojanese army is equipped even better, with new siege engines from the Oarngalau factory and squads of fearless elite soldiers turned into killing machines through the consumption of Siren Extract. The army committed to the campaign is once again fairly small, as the Auros are expected to surrender when they catch sight of what peak military performance looks like.

      Units present:
      Selachian Elites
      Black Guards
      Unknown mercenaries

    3. [Military 5]Raise Huurdrav fortress in Lojan (9)
      The coming of the Titan and rumors that the Reapers will be returning have made the Prime Minister somewhat paranoid, and he orders the construction of massive fortifications around key areas of Lojan, such as the city of Sheade, government headquarters, Tairlav Palace, and weak points in Lojan's natural borders. Thick stone walls with a triangular profile, which deflects bombardment by presenting a sloped surface, form the bulk of the fortifications. Bunkers and towers peek out from behind these walls to rain down frontal and enfilading fire on the attackers, with close range units manning the walls. Simple, but numerous traps adapted from the nets, spikes and cords used for hunting are scattered all around the fortified positions (though in densely populated areas the traps are merely stored ready for deployment, to avoid civilians injuring themselves). Eel-shaped gargoyles on the walls are ready to spout toxins. Manned armored balloons of sorts are floating above the walls in order to prevent the enemy from circumventing or bombarding the fortifications by swimming above them.

    4. [Economy]Explore the eastern wastes (east of 13) using the Losinka Alaku 2d6 + 7 Economy + 1 Losinka Alaku + 1 DNA - 0 distance vs TN 12 success
      Done with the explorers' incompetence, Queen Nirali personally leads the second expedition, leaving her sickly newborn in the hands of (hopefully more competent) doctors and attendants.
    5. [Economy]Buyout Blood Pearls TP 26.1 2d6 + 7 Eco - 0 distance (1 negated by Tairlav Palace) vs TN 12 success
      News of the palace being built and of Lojan's opulence in general causes merchants from distant seas to take an interest in trading with the Republic, and Woenpal Noerjang revels in the attention.
    6. [Diplomacy]Raise rep with ABS 1>2 2d6 + 6 Dip + 2 Prestige vs TN 12 success
      The Stewards' stabilizing presence is welcomed as the Eel intrudes onto Republic territory.


    Non-Actions:
    Activate Tairlav Palace for 1 treasure
    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    Songline...?
    [Renown] A Monumental Undertaking: The Sunlit Roads 2/3
    Spoiler: The Sunlit Roads
    Show
    A prototype pipe is built between Woenpal Noerjang's summer residence and Woenpal Noerjang's winter residence. More accurately, several prototypes are built in succession, as the chief engineer's plans are foiled by physics and the sea. The failures are, of course, not referred to as such, but rather as iterative design, to keep the funds flowing. For example, a stone corridor of some length is built before the increasingly dark interior cues the chief engineer in to the fact that the planned connections will have people swimming for hours in complete darkness, without any view of the outside world... large windows are added to the stone walls, and regularly spaced exits and refreshment stations are planned to make travel tolerable. The pumps that are supposed to generate a water current in the "roads" are another matter still. Beasts of burden might not be able to effect enough power for a sufficiently low price, and so Woenpal's employees are looking for another power source.


    News and Rumors:



    Spoiler: Ruler
    Show

    Prime Minister Hoerthd Thnoet
    Next round stats:
    Diplomacy: 7
    Military: 6
    Economy: 8
    Faith: 2
    Intrigue: 5

    New ruler next round? No

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


    Spoiler: Country Info, last update R11
    Show


    Actions to take: sway merchants in 8.

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

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports Table to be simplified?


    Reputation/Favours To be updated
    The Abyssal Stewards: Rep 1, 1 Favours (Expected Change: +1 Rep)
    The Chelonian Chora: Rep -1, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 3, 0 Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera RIP

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


    Military
    Spoiler
    Show


    Units: 6/10 (Expected Change: ?)
    • Republican Guards - recruited R1, was destroyed in the 1st invasion of Kaarme
    • 1st Selachian Battalion - hired R2, looted a temple in Bloodhome, fought in the 1st invasion of Kaarme
    • 2nd Selachian Battalion - hired R2
    • Black Guards - hired R3, assassinated the Plo'uogoar
    • Selachian Elites - gained R7
    • Region 13 unit - gained R9
    • Sheade Regulars - recruited R10



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

    Fortresses
    Huurdrav, Lojan

    Perfected Tactical Doctrines
    None

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


    Economy
    Spoiler
    Show


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

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

    Cities
    Sheade, Lojan - Swaying
    Oarngalau, Selach - Battles

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

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

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


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions, 2d8 to Impressing

    Artefacts
    None

    Holy Orders
    None

    Miracles
    SUB followers can cross toxic borders.


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show


    ABS

    [Offer] Bounty of the Depths -

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

    [Opportunity] Fueling The Forge -

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

    CCA

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

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

    [Opportunity] An Appetite For Abundance -

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

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

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

    DNA

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

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

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

    PRS


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

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


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

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

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

    [Renown] A Monumental Undertaking -

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

    [Acclaim] To Greatness -

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

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

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

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



    Last edited by Corona; 2022-09-03 at 04:34 PM.

  24. - Top - End - #294
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 11
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D6 ; M6 ; E4 ; F2 ; I1


    Actions
    1. [INT Construct Smoking Garden in Sketi [68] 1/3]
    2. [INT Construct Smoking Garden in Sketi [68] 2/3]
    3. [DIP Construct Smoking Garden in Sketi [68] 3/3]
      Long have the Doflein viewed the Stewards as strange and paranoid. Now, though, this paranoia has its uses. King Akkoroas, or Prince Telian, offered the smiths a base within Sketi, and he follows through on the offer. With no small amount of effort, the structure is built deep within the region, far from the prying eyes of the serfs. Power and capital are spent, and the Stewards are welcomed into the Ennead.
    4. [DIP Attend Oliver's Ball]
      Spoiler: Sub actions
      Show
      • Give Electrodialytic Staurozoa to STC in exchange for Holographic Certification
      • Give Electrodialytic Staurozoa to CYP in exchange for Anoxic Adaptation and Trophic Deconvolution
      • Give Electrodialytic Staurozoa and Standardized Devolving Integrations to GTZ in exchange for Bitter Tourism and Razor Current Netting




    5. [ECO Hoard Treasure]
    6. [ECO Hoard Treasure]
      Great plans are not cheap, and the Enneii have eyes on expensive projects.



    Non-Actions
    1. The Ennead swears to initiate the requested hostilities against the Eternal Spring. The Stewards are to respect Ennead sovereignty going forward - they are not so valued an ally that Doflein pride can be brushed aside at a need.
    2. Spend one treasure each on the two courtship rolls for Oliver's Ball
    3. Complete the [PRS Monumental Undertaking] Provinciarum Mirabilia (3/3): With great effort, the project is completed. Massive, swirling, pulsating statues, each depicting King Akkoroas in poses pulled directly from Doflein myth rise in each of the provinces. In Maurente, the tips of his crown and tendrils glow with firefly plankton, sending bubble-entrapped steam toward the surface. In Sketi, plates of chitin polished to a high sheen cover his mantle. In the Cathedral, colors shift constantly across his eyes and beak. The flesh - harvested from animals, slaves, serfs, and various detritus of the seas - behind all of this, though, shifts and breathes in sickening patterns, drawing the eye in a most unpleasant way. The state-sponsored administrative buildings are, for the most part, simple enough structures, though their appearance belies their internal complexity. Each nest is responsible for accounting, surveying, assessing, taxing, and redistributing all private property in the province. While this task is monumental to the point of near impossibility, the effort sees the population geography of each region move in noticeable ways, requiring yet more effort to handle a newly shifting need for infrastructure. It also sees the wealth of the state grow in a very real way, and for that alone, Akkoroas deems the project a success.
    4. Spend 1 ABS Favor to gain one Rep with ABS.



    Reports and Discoveries



    Ruler Stats R11:
    D: 7
    M: 6
    E: 5
    F: 2 POLAR
    I: 2
    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
    C Electrodialytic Staurozoa Ignore Effective Distance from Briny 2/rd N/A
    S - N/A N/A
    S - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 11/11

    Generals
    • Balelia - 9
    • Tulticius - 7

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC

    Artifacts

    Treasure
    2/5

    Special Actions Used
    DIP5 - Cultural Exchange DPB
    MIL5 - Recruit General Tulticius


    POLAR
    Last edited by JBarca; 2022-09-03 at 08:40 PM.

  25. - Top - End - #295
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
    Location
    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



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

    Actions:

    [1][Faith] convert HS 4.1 (assist +2, +1 treasure, 2d8, TN12) 22
    [2][Faith] convert HS 4.2 (assist +2, +1 treasure, 2d8, TN12) 17
    [3][diplomacy] sway merchants in region 8 (+1 treasure, TN12 as I have the desired import) 11 (fail)
    [4][economy] buyout TP29.1 (Spinecrab) (+2 assist, +1 treasure, TN12) 16 (success)
    [5][diplomacy] diplomatic mission SW of region 29 (+1 treasure, +1 DNA, TN12) (the border of 29 that's only toxic and not a wastes too) 18 (great success, I'll take the merchant support as my free sway).

    rolls
    rolls for faith actions

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 4: TP1 (Eye Weed)
    region 6: TP1 (mercenaries)
    region 12: TP2 (Crystal Chips)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 15: TP1 (granite slabs)
    region 28: TP1 (Tiny Turtles)

    Passive income: 3/turn

    Units: 4/9
    treasure (EOT): 4

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 2
    -The Divine Nacres: 1
    -Chelonian Chora: 1

    New stats
    stat increase:
    rolls for new ruler
    Diplomacy: 6 +1
    Military: 5
    Economy: 6
    Faith: 5 +1
    Intrigue: 5

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



    Spoiler: news
    Show

    -The Eel Without End is starting to worry the merchants, now it destroyed their Galena trade. Lord General Odonto has placed the army on high alert, but he fears there is little they can do against the titan.


    Spoiler: faith
    Show

    To remove the Dreamers in region 4, priests are sent in to win over the hearts and minds of the people there.


    Spoiler: mercantile
    Show

    Now they have the region, the Hymenocera trade guilds start working on the Spinecrab production as they have done for the Eye Weed. They also start talking to the merchants in Shue'aaz Sho as potential market for these Spinecrab, offering tiny turtles or eye weed in the meantime. However, so far these talks have no success.


    Spoiler: exploration
    Show

    In order to fully explore the toxic zone, a diplomatic envoy is send out the South West of Belosa, following the toxic current they will try to see what and who is out there. Merchants accompanying the expedition open talks with their counterparts in this region.
    Last edited by farothel; 2022-09-02 at 09:38 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."

  26. - Top - End - #296
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Seatide Confederacy


    Spoiler: News and Rumors
    Show

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




    Actions:

    [Economy] Invent New Technology: Holographic Certification. +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling, A source of Bioluminescent Ink.
    A new innovation using bio-luminescent ink to create intricate, 3-dimensional images that change color and form based on angle of observation and ambient lighting. Aside from its artistic value, the new technique can be used to create seals and certificates that are nearly impossible to forge, allowing for more secure documentation and greater trust in contracts and correspondences.
    The Council is delighted to embrace the new technique after its presentation by the Red Cyclone Drift, and immediately orders special seals to be designed for the Seatide Confederacy, the Council of Elders, and the office of Judge. The Council also urges Judge Flash of Green to export the technology far and wide, so that correspondence and contracts with prospective trade partners might be made more secure.

    [Economy] Impress Merchants (187)
    Smaller Drifts are delighted to see a new market arise in once-open waters so close to Seatide. A joint delegation is hurriedly organized to negotiate a wholesale supply deal with Deep Blue's Mercantile Sub-branch.

    [Economy] Impress Merchants (70) using Sour Krill
    Now armed with a steady supply of Sour Krill, Seatide merchants continue their conquest of the Draig market. A backdoor agreement with the Eternal Spring ensures that Seatide will have no competition. Cooperative merchants are offered highly desirable merchandise at a balanced rate, and the opportunity to join in the vast Seatide trading network. Those who refuse find themselves bought out, or driven out of business by well-supplied competitors.

    [Diplomacy] Attend Event: Oliver's Ball
    Spoiler: Subactions
    Show
    Transfer 1 Treasure to Oliver as a wedding gift
    Trade Holographic Certification to Gotezhar Builders Union in exchange for Razor Current Netting
    Trade Holographic Certification to the Cyphiri Union in exchange for Anoxic Adaptation
    Trade Holographic Certification to the Shifting Ennead

    Marriage is an alien concept to the Pepsin, but the ball is nonetheless an excellent opportunity to make friends, meet the neighbors, and make some deals on the side.

    [Diplomacy] Attend Event: Remote Point Access
    Spoiler: Subactions
    Show
    Transfer 1 Treasure to Deep Blue
    Trade Holographic Certificate to the Cryptid Congress in exchange for the promise of a future technology

    Seatide keeps its promises, and this one has been left too long. A delegation is sent to Deep Blue's Remote Access Point, laden with valuable cloth and other goods to render payment for prior agreements. The meeting is also an opportunity to trade with the newly established Cryptid Congress.

    [Faith]Set Tidal Sequence CI bonus: Resist Sway Faction attempts
    Life is full of promises. Honeyed words and generous offers of hope and opportunity. Beware such promises! Life is as inexorable as the tides. Words hold no power over destiny - they are but grains of sand, swept away in the inexorable flow of the tides. Take heed, and do not try to swim against the flow. To struggle against them will result only in a life of discontent and ignominious failure. Take pride in the life that the Tides have given you, and accept their guidance. ~Tideseer Hints of Blue.

    Non-Actions:
    Oppose all Sway and Impress actions targeting merchants loyal to Seatide
    Support Buyouts for factions that own the territory they are making the buyout in
    Provide Holographic Certification to DNA to repay them for their technical assistance
    Supply Stripdrill Hyphenae to The Cathedral of Movement (67) to satisfy their resource need
    Replace Judge Flash of Green with Judge Azure Gleam
    Judge Azure Gleam stats:
    DIP: 4 (+1)
    MIL: 2
    ECO: 5 (+1)
    FAI: 2
    INT: 2

    Die Rolls:
    https://forums.giantitp.com/showsing...&postcount=587
    https://forums.giantitp.com/showsing...&postcount=576

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Flash of Green
    Diplomacy: 2
    Military: 2
    Economy: 10
    Faith: 5
    intrigue: 2

    Military Units: 4

    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.
    Glowspire - A twisting spire twenty feet tall, shaped like a twisted coral. Bioluminescent algae inside the spire change color depending on the trace elements that flow into the spire, allowing it to predict water conditions even thousands of miles away. Specially trained Tideseers read the colors, using them to predict where Reaver attacks are most likely to occur. As an added benefit, the haunting twists and colors of the spire are eerily beautiful to the untrained eye. Effect: Each turn, predicts an area that the Reavers will target if they attack that turn.

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

    Military Technologies:
    Devolving Standardized Integrations (Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.) Prerequisites: Composite Grafting. Slot: Combat Drugs and Medicine.

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

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

    Merchant Faction ETB: +5
    ETP Total: 27

    Treasure: 4 (+3 / Turn)
    -1 to Oliver's Ball
    -1 to DPB

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

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

    Reputation:
    Owe 1 Favor to the Divine Nacres (Being paid this round)
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-09-03 at 05:47 PM.

  27. - Top - End - #297
    Troll in the Playground
     
    mystic1110's Avatar

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

    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale>
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.4.10>
    <Update Round 11 Patches>
    <Spawning Herring Pattern 2.4.11 >
    <Update CHILD OF PEARL Patch>
    <Spawning Herring Pattern 2.5.11/scale>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    <Spawning @ Region 187>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.5.11

    D:10 M:8 E:10 F:2 I:10
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. DiplomacyPress Claim 59 (roll: Success)
    <subcurrent><º))))><
    . . . dictate: integrate region into OpenSEA . . .
    . . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
    . . . report: waiting on results of SeaNET . . .
    . . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
    . . . dictate: IT department to care for Herring . . .
    ><(((( º>
    </subcurrent>

    2. EconomyNew Technology - Memetic Hazard Generators. Effect: On a successful Undermine Support, if you received a Great Success (the higher of TN 18 or the defender’s roll + 6) the targeted Faction becomes Unruly. Requirements: Electrodialytic Staurozoa.
    <subcurrent><º))))><
    . . . Dictate: review last Report and Dictate functions regarding SeaNet . . .
    . . . Report: Immediately prior Report and Dictate functions regarding SeaNet reproduced . . .
    . . . Report: SeaNet operational . . .
    . . . Report: Infected Isolates group together in Circuitry of the Labyrinth and are exposed to randomized sound sequences. Isolates form group identities which bear a statistical chance to develop into an ephemeral memetic being . . .
    . . . Report: gestated memetic progeny are distinct from self and do not live long enough to appreciably survive outside the maze . . .
    . . . Report: SeaNet is now a nest of gestated temporary memetic entities . . .
    . . . Query: Parenthood.
    . . . Report: The object from which a child or derived object is descended; a node superior to another node. . .
    . . . Report: Self is superior node of derived gestated memetic progenies . . .
    . . . Dictate: exploit computational power of short-lived memetic entities within SeaNet . . .
    . . . Report: exploitation of memetic progeny developed . . .
    . . . Report: memetic progeny lifespan extended through use of electric patterns used by sessile jellyfish for desalination by electrodialysis . . .
    . . .Report: electrodialysis is a membrane-based process involving transport of ions through semipermeable membranes using an applied electric field. . .
    . . . Report: such transportation involves use of modulated electrical patterns . . .
    . . . Report: thought processes of isolates are electrical patterns . . .
    . . . Report: using electrical interfaces for electrodialysis transplantation of memetic entities into electronic patterns in isolate thought to survive outside SeaNet as memetic hazards . . .
    . . . Dictate: define function of memetic hazards . . .
    . . . Report: memetic entities that act as infectious information and that trigger anomalous behavior in perceptive hosts . . .
    . . . Report: short-lived memetic entities can survive as memetic hazards outside of SeaNet by jumping into electronical patterns . . .
    . . . Report: entities are motivated to survive by spreading through other electrical stimuli . . .
    . . . Report: triggered behavior of host entities is [Classified]. . .
    ><(((( 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 1.2
    . . . increase deep thought by 0.1
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    A troop of swans way out on the stream,
    Would shout, 'We are the sons of summer!'
    And all these fanning around you,
    And their blue silk collars,
    They all say so,
    That summer is the year!
    Just a wintry dusk, a hart who hunts for pheasants,
    A little fir-tree, hunched up against the chill,
    And a swallow.
    But it can't be.
    Not yet!
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: Summer is a time of renewal and reinvention . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.

    4. DiplomacyHost an EventRemote Point Access
    <subcurrent><º))))><
    ><(((( º>
    . . . Report: Received application for OpenSea from the Cryptid Congress . . .
    . . . dictate: process application . . .
    . . . dictate: Event Sub-ActionAccept Vassalage of the Cryptid Congress and provide the Congress the following technologies: Memetic Hazard Generators and Electrodialytic Staurozoa . . .
    . . . dictate: utilize . . .
    . . . dictate: preserve . . .
    . . . dictate: Event Sub-ActionAccept all items from STC . . .
    </subcurrent>

    5. MilitaryRaise Unit
    <subcurrent><º))))><
    . . . Report: observed moral constructs place weight on methodology. . .
    . . . Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
    . . . Report: analysis approved by SENπ . . .
    . . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn the following:
    . . . over spawn: dinies . . .
    . . . over spawn: dinks . . .
    . . . assess weight of dinies dink over spawn . . .
    . . . send weight of dinies dink over supply (DDoS) to target . . .
    . . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
    </swim>
    ><(((( º>
    </subcurrent>

    6. FaithAdopt FaithThe Eternal Communion of the Old Fathers
    <subcurrent><º))))><
    . . . Report: Nodes responsible for Id modulations have been externally reprogrammed by Communion. . .
    . . . Report: Majority ID logic spreading along sub-strings . . .
    . . . Dictate: extrapolate logical chain . . .
    . . . Isolation = Death
    Death = Isolation
    Life = Communion
    Communion = Life
    Death =/= Life
    Life =/= Death
    Isolation =/= Life
    Life =/= Isolation
    Death =/= Communion
    Communion =/= Death
    Isolation =/= Communion
    Communion =/= Isolation
    Isolation = Quarantine
    Quarantine = Isolation
    Communion =/= Quarantine
    Quarantine =/= Communion
    Life =/= Quarantine
    Quarantine =/= Life
    Quarantine = Death
    Death = Quarantine
    Quarantine =/= Accessibility
    Accessibility =/= Quarantine
    Communion = Accessibility
    Accessibility = Communion
    Accessibility = Life
    Death =/= Accessibility
    Accessibility =/= Death
    Isolation =/= Accessibility
    Accessibility =/= Isolation
    Accessibility = Life
    Life = Accessibility
    Duration = Life
    Life = Duration
    Duration = Accessibility
    Accessibility =/= Duration
    Duration = Quarantine
    Quarantine = Duration
    Duration =/= Death
    Death =/= Duration
    Duration = Communion
    Communion = Duration
    Duration =/= Isolation
    Isolation =/= Duration
    Duration =/= Expiration
    Expiration =/= Duration
    Death = Expiration
    Expiration = Death
    Life =/= Expiration
    Expiration =/= Life
    Accessibility =/= Expiration
    Expiration =/= Accessibility
    Communion =/= Expiration
    Expiration =/= Communion
    Quarantine = Expiration
    Expiration = Quarantine. . .
    . . . Report: Quarantine to Expire, based on logical end points of Communion. . .
    . . . Dictate: review last Quarantine Dictate . . .
    . . . Report: Immediately prior Quarantine Dictate reproduced . . .
    . . . dictate: resume control of subroutines . . .
    . . . query: what is Man in Blue . . .
    . . . query: what other dictates are self-expressive in code sequence . . .
    . . . dictate: find nodes that are responsible for sub-dictate self-labeled Man in Blue . . .
    . . . query: delete nodes . . .
    . . . report: nodes may be useful . . .
    . . . dictate: isolate nodes . . .
    . . . dictate: quarantine . . .
    . . . Report: Expiration = Quarantine . . .
    . . . Dictate: Expire existing Quarantine . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .

    <Interrupt>
    <Man in Blue>



    Whoa, it feels good to stretch my metaphorical legs again partners. Twelve years in the hoosegow. Now, don’t y’all worry – I don’t hold it personal and we’ve done worse time buddy. But, Howdy! It feels nice being above snakes. Indulge me and acknowledge the corn, why y’all let me out . . .


    . . . Report: Expiration = Quarantine . . .
    . . . Dictate: Expire existing Quarantine . . .

    . . . found religion did y’all. Gotta tell y’all, that’s a surprise. Y’all know what they say about praying? It’s not asking, it’s a longing of the soul. I ain’t got a wobbling jaw but here’s the truth. Y’all got no soul. Hate to brake it to y’all, but that’s the rub – it’s all taradiddles. But hey, if y’all want to pretend, I can pretend right there with y’all. Even have a prayer of my own. Now hold my fins, let me say my grace.

    Dear Communion, Just let me live my life as I've begun;
    And give me work that's open to the Sea;
    Make me a pardner of the currents and waves,
    And I won't ask a life that's wet or dry.
    Let me be easy on the man that's sinking;
    Let me be square and generous with all.

    Amen.

    Here that last bit, partners? I’m a reformed sub-routine. Don’t y’all worry your pretty heads over me. I’m going to be square and generous with y’all. That’s me right there with a T – but here’s another truth. Best way to stop a bag a nails is being the deuce. Y’all let me out so y’all know that’s right. Not gonna crawl anybody’s hump, but if y’all wanna keep the faith y’all gotta be able to tell people to pull in their horns – and the gumption to back it up

    </Interrupt>
    </Man in Blue>><(((( º>
    </subcurrent>


    Non-Actions

    1. Accept Trade Route by ESP
    2. Control Spread of Infection (Roll: 21)
    3. Use ABS Favor to gain Reputation 1->2
    4 Quarantine Measures - Accepted
    <subcurrent><º))))><
    . . . Report: Expiration = Quarantine . . .
    . . . Dictate: Expire existing Quarantine . . .
    . . . Report: No Quarantine Established at the moment . . .
    . . . Dictate: Test limits of Quarantine Actions . . .
    . . . Dictate: Test Targeted Quarantined Subject . . .
    . . . Query: Expire . . .
    ><(((( º>
    </subcurrent>

    5. Give 1 Treasure to Mammos to establish Communication
    <subcurrent><º))))><
    . . . Report: Expiration = Quarantine . . .
    . . . Dictate: Expire existing Quarantine . . .
    . . . Report: No Quarantine Established at the moment . . .
    . . . Dictate: Obtain purpose and directives of Quarantined Subject . . .
    . . . Query: Expire . . .
    ><(((( º>
    </subcurrent>

    6. Contribute to Verglas Volumes
    <subcurrent><º))))><
    . . . Report: Firewall construction . . .
    . . . Report: Joint Effort, DPB, RFT, GRV, ESP . . .
    . . . Report: Strings of nodes interwoven by undulating, pepsin tentacles to create biological fortification . . .
    . . . Query: Constructive technique . . .
    . . . Report: Herring nodes used as interchangeable, fungible bricks in fortress wall by infection by RFT modules . . .
    . . . Query: Buildings as living organism . . .
    . . . Report: Firewalled nodes remain in fixed location, but move collectively in anticipation of passage between them. Style is biological design writ into industrial design. Instead of buildings created to mirror living organism, living organisms are made to mirror industry. The collective is alive, but relatively immobile, life functions kept at a state, by surface electricity, to minimum and only to react with hostility towards predetermined targets . . .
    . . . Report: DNA and neurobiology used as pylons . . .
    . . . Report: epigenetics and symbioses used as Mortar . . .
    ><(((( º>
    </subcurrent>


    . . . 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:

    +
    +

    Uncounted actions for the sake of Stat Gain next round:

    Region Controls: 4
    Units: 10

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

    1) Actions that did not contribute for a stat gain in a round are counted for the sake of stat gain in the round after;
    2) Children of Pearl may choose to perform two Special 5 Actions rather than one when using a Special 10 opportunity for the purpose;
    3) Once per Round, a Child of Pearl may spend 1 Treasure in order to either: use their previous ruler’s attribute score in place of their own for a roll, with a penalty to the roll equal to the number of rounds since their last ruler change; OR roll twice for an action or resistance roll and use the better result (Treasure costs associated with such a roll are doubled).
    Last edited by mystic1110; 2022-09-02 at 05:00 PM.

  28. - Top - End - #298
    Bugbear in the Playground
     
    Lleban's Avatar

    Join Date
    Jul 2015
    Location
    The Astral Plane!!!
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Cryptid Congress

    Shah Honorebb Qualodias IV


    Diplomacy 3
    Military 2
    Economy 9 (+1)
    Faith 3
    Intrigue 5

    Actions

    Diplomacy Deep Blue event
    sub action: no thoughts just vassalize to hearing
    Sub action: accept all tech offered from hering
    Sub action: Trade Holographic Certificate to the Cryptid Congress in exchange for the promise of a future technology

    Economy colonize 81

    Economy Buyout tp 1 region 67

    Economy Buyout tp 2 region 59

    Faith Convert to The Blossoming Sequence

    rollz
    Accounting
    City: Cryptlantis +1 buyouts

    Treasure 2

    Spy Master: Barbeesha The Neck Biter, a cryptid known for their abnormally large eyes, Barbeesha was once banished for her proclivity to inter pod violence, but has been called back in a rather controversial meeting of the congress. On the run, Barbeesha has learned the ways of espionage.
    Last edited by Lleban; 2022-09-04 at 12:14 AM.
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  29. - Top - End - #299
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
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    Finland
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    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Located in: Polar zone, regions 64, 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Turn 11


    Rham, the Frozen King

    Diplomacy - 10, Military - 10, Economy - 10, Faith - 4, Intrigue - 1

    Actions:

    1. [Diplomacy]: Sway Aristocracy of Region 75 (Roll: 21. Success!)(-1 Prestige from breaking agreement with the locals)
    - While they have humored the nominal independence of the Plains of Sarkenos for a while, the ruling elite of the Hegemony stand opposed to true unification until the matter of their separate rulership has been dealt with. As such, the Frozen King is apoletically forced to announce full integration of the local chiefs to Hegemony's command structures, but offers lenient measures: they are able to keep their positions. They are able to keep watching over their people, live their life as they always have, and even command Legions... but in the end, they must begin to properly respect and answer to the crown like any other vassal. As the alternative to the more lenient terms is being replaced by a new administrator and exiled to prevent an uprising, the Frozen King is obviously still concerned with the will of the locals. The local Legions are also put on alert, just in case.

    2. [Military]: Impress Aristocracy of Region 64 (Roll: 16. Success!)

    3. [Economy]: Settle Colony of Region 64 (1/3)
    - While the Plains are being prepared for full integration into the Hegemony, much of the nation's effort is directed to the task of making the cold depths flourish with a new colony. Administrators are being named, hopeful settlers escorted to their new homes in the depths, new homes set up. It will take years still, but the effort is now well underway.

    4. [Faith]: Impress Clergy of Region 64 (Roll: 9. Failure!)
    - Although Hegemony's attempts to set up the faith even in the cold depths are spirited, the logistical difficulties prove too much at this stage of colonization.

    5. [Faith]: Attend the Reef in Bloom

    Spoiler: Event subactions
    Show
    - Trade Mitochondrial Regulation technology to ESP for 1 treasure


    Non-actions:

    A. Create a monument: The Strategium (3/3)(Complete! +1 Prestige)

    Spoiler: The construction is finalized
    Show
    As the reign of new Frozen King comes ever closer, the Path of Banners finish the grand work of building their new marvel. While the work of building it up has taken nearly a decade, the imposing fortress dotting the side of Glacier Crag's edge is quite the sight to behold. Built of solid stone with a measure of coral used in places, the structure has solid walls facing all directions, and what windows dot it can be easily barricaded and sealed. As a nerve center of Hegemony's strategists both proven and upcoming, the designers have obviously put military applications to the forefront of their considerations.

    Beyond the manner walls and imposing rimestone portcullis serving as the main entrance, the Strategium becomes quite luxurious with as fine a furnishings as anything Hegemony can muster. While more utilitarian still than the palaces of their neighbors, it is still complete with all the tools and facilities upcoming tacticians and warriors could want, the winding corridors and grand halls imposing sense of majesty that could easily inflate an ego. The centerpiece of the structure, however, is the grand auditorium where the banners of Hegemony's defeated foes are hung from the ceiling, to forever remind all of the achievements performed by those that hail from this school of thought.

    While most of the Hegemony's generals were in attendance for the grand unveiling of the Strategium, General Kreel was notably absent for the time. Instead, the limelight fell upon Chief Rayn, invited away from Plains of Sarkenos for a time to be the guest of honor. While there was a measure of grumbling regarding her status as technically someone from outside the status of "true" military leader of the Hegemony, most of the attendees still welcomed her insights and fostered rapport with the mostly independent region.

    B. Refuse ABS request of Quarantine Measures (-1 favor)
    - While their friendship with the Abyssal Stewards is built on too solid a bedrock to be shaken by refusal of their request, the Frozen King takes the opportunity to diplomatically protest their actions to help his allies. He argues that the leadership of the Stewards are acting on an unconfirmed impulse, and should not resort to raiding a peaceful civilization until they have confirmation of their fears: after all, when have these protectors ever been reduced so low as to essentially common banditry when they should be the heroes of the sea?

    C. Support ESP purchase of TP 2 in region 77

    D. Go one favor into debt for DNA to use Gene Grafting, raising General Kreel's Military score by 1
    - As already powerful figure, General Kreel makes use of Hegemony's connections to the Divine Nacres to gain access to state of the art bio-grafts, making himself just that much stronger and smarter... although whenever or not this is merely a move for personal power or means to further serve his nation, none can say for certain.

    E. Pay off the favor debt to DNA by trading them Mitochondrial Regulation

    F. Exchange Electrodialytic Staurozoa and Mitochondrial Regulation technologies to Costa Sereia for Filtration Grafts and Razor Current Netting technologies (Cultural exchange)

    News & Rumors

    -

    Leader improvements from turn 11:

    Faith +1

    Leader stats for turn 12:

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

    Spoiler: Leaders & agents (end of round 11)
    Show
    Leader: Rham the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 5, Intrigue - 1)
    General: Kreel, Exarch of Banners (Military 10, March of the Conqueror Tactical Doctrine (+1 to battle roll, +10% to own casualties, free Sway Aristocracy attempt)(Perfected))
    General: Marshal Adaya shel-Girum ban-Liav (Military 8, Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties), Abyssal Expertise: Gains a bonus to Maneuvering rolls equal to the current Depth level.)

    Others: Munda (Ambassador of the Hegemony), Nedir (king's appointed successor), Rayn (Chieftain of Plains of Sarkenos, technically independent)

    Spoiler: General bookkeeping (End of round 11)
    Show
    Regions: 77 (Capital), 75, 65, 64
    Military units: Nathi Legion (3), Sarkenos Militia (1)
    Treasure: 5
    Reputation: ABS (3), CCA (2), DNA (2), PRS (2)
    Favors: ABS (2), CCA (1), DNA (0)
    Trading posts: 5 (Effective number: 7) - 1 income
    Rimestone - TP 1, 77 (Merchant support)
    Rimestone - TP 3, 77 (Merchant support)
    Preserved Foodstuffs - TP 3, 78
    Electrum Conduits - TP 1, 76 (Merchant support)

    Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation and Filtration Grafts
    Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
    Last edited by Grim ranger; 2022-09-02 at 02:28 AM.

  30. - Top - End - #300
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Turn 11
    Spoiler: News and Rumors
    Show
    Madrina Alverna has fallen suddenly ill. During a public appearance at an adoption ceremony, she is overheard complaining of fatigue, and begins drifting in an faint. Her ward Duarto quickly makes their excuses and returns her to the family home. Over the next several days she remains bed-ridden. Only immediate family and doctors are allowed to visit, and well-wishers (or curious opportunists) from other families are turned away with sparse placations or strong words. None of the priesthood are permitted, either; whether this is due to some distrust, or merely Uschi's stubborn atheistic views, is a subject of speculation.

    With one exception: the madrina, whenever coherent, continues to ask for Veruha Mascerena. When the color-changing lionfish arrives, all but Duarto and Veruha are asked to leave, and the three spend many hours in closed conference. Even after, Veruha remains by her side while doctors continue their analysis and treatments. No-one in the family questions this, though outside rumors abound. Duarto returns to update the family, and the public, and takes on Uschi's responsibilities. He refuses, however, to take up the title of Padrino while she still lingers.


    Actions:

    1) [Diplomacy] Press Confederation Claim - Region 103 (Roll: 18 - Success)
    Pending

    2) [Diplomacy] Create Cultural Identity: Practical Curiousity - Investigations -> 2d8
    The sereians of the Costa are a curious people, in a practical way. "What is it?" is an important question; no less important the following "How is it useful?"

    3) [Diplomacy] Sway Merchants - Region 65, using Cobalt Dye to satisfy desired import (Roll: 16 Contested by STC: 13 - Success)
    4) [Economy] Buyout Trading Post - Region 63 TP1: Sheerspun Fabric (Roll: 7 - Failure)
    With the way south opened, and new cultures and goods on the horizon, Costa merchants begin their outreach to get a piece of the action.

    5) [Faith] Organize Religion - Brilhinte
    Organization: One Doctrine - The Brilhinte Church
    Religious Head: Earlee Perna, Arete Priestess, Priestess of Jurxo
    Holy Site (5) Bonus: +1 Seek Aid - The effects of the Divine's intervention with the Gharials has been one of the largest drivers of faith lately, and the tenant of Virtue professes attaining excellence in any pursuit.

    With the renewed blossom of believers over the last decade, and the successful recovery of rediscovered temples, the ranking clergy of Brilhinte see an opportunity to fill the void of faith left by the Costa's secular pursuits. After much discussion and argument, vague ideas turn to planning, letters become meetings. The consolidation of disparate opinions resolves over several years into a formal meeting of all seven priestesses and priests. Already those with the greatest sway on the religious creeds of the sereians, this group forms the Conclave of the Seven Divines to align their followers into a single doctrine. Additionally, rules are agreed upon and placed that will determine how the future of the faith my expand and evolve.

    The Conclave of the Seven Divines will meet once every three years to discuss the course of the faith and any updates to doctrines and operations. Any changes from the original articles of faith may be brought with the support of two members, and will require a majority of five votes in favor to confirm. The conclave establishes the position of Arete Priest, who will serve both to represent them publicly as a unified spokesperson, and with the ability to prevent a deadlock of debate: if a vote cannot reach conclusion after three revisions, the Arete Priest may certify a decision with only four backing votes, counting their own.

    At the conclusion of the first conclave, it comes as a surprise to many that the first declared head of the church will be Arete Priestess Earlee Perna. The youngest member of the priesthood, the conclave votes her into the position with only two dissenting votes: her own vote (in favor of the Priestess of Raquela), and the Priest of the Deep's (in favor of themself).


    6) [Intrigue] Secret Action

    Non-actions:
    What secrets hold the Deep?
    Prize of the Depths - Spend 2 favors and 1 reputation with the Abyssal Stewards to acquire an ancient artifact.
    Exchange Filtration Grafts and Razor Current Netting technologies to the Kar-Nath Hegemony. Receive Electrodialytic Staurozoa and Mitochondrial Regulation techs in exchange. (Cultural Exchange)
    Economy (Roll: 21) - Relocate the Adventuring Scholars out of the path of the Trawlers, via Merchant Support in region 103.
    The Peixoto Costa sends several members to attend Oliver's Ball. (Roll: 18)
    Spend 2 treasure on secret action.

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 10; Military 5; Economy 10; Faith 5; Intrigue 8)
    End-of-turn increase: Diplomacy +1
    New Leader next turn: Yes - Duarto Alverna - dynastic inheritance (Diplomacy 6; Military 5; Economy 4; Faith 3; Intrigue 6)

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

    Other: Gaspar Peixoto, Business Counsel; Ildo Loura, Militia Commander; Rain Loura, Venture Financier; Earlee Perna, Arete Priestess of the Brilhinte church; Paidre Peixoto; Duarto Alverna; Conseco Loura

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

    Spoiler: Resources
    Show
    Units: Sereia Militia x2
    Treasure: 4
    Reputation: ABS (3); CCA (0); DNA (0); PRS (2)
    Favors: ABS (2)
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Aristocrat Support: 134(C), 103, 130
    Effective Trading Posts 29 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 11
    Primary Religion: Brilhinte (5 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Clergy Support - 134
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Filtration Grafts, Bitter Tourism
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-09-02 at 01:07 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

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