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  1. - Top - End - #301
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Organization GM Round Opener Addendum
    Round 11


    Rules Changes

    Additional actions are now available.
    Diplomacy 5 Special: Curry Favor
    If your leader has a Diplomacy score of 5 or more, you may spend an action to ingratiate yourself with one Organization, gaining 2 Favors with them. If you have a Reputation of 0 or higher with the Organization, this cannot increase the number of Favors they owe to more than the amount they are willing to owe - if this would do so while you have a Reputation of -1 or lower, any Favors beyond that limit are immediately converted into Reputation. Use of this action may attract significant attention from Organizations - for good or ill.

    Diplomacy 5 Special: Exhibit Great Work
    If your leader has a Diplomacy score of 5 or more, you may spend an action to sponsor a great artist, publicize the discovery of a relic, or otherwise reveal one or more great works of art produced by your culture on the international stage. If the Great Work is comprised of multiple pieces, the collection will be treated as a singular object for mechanical purposes. You must both name and include a description of the Great Work for this action to succeed; if you do not, the Special 5 is refunded. This unique demonstration of culture grants +1 Prestige, and possession of Great Works will often grant opportunities for Prestige otherwise unavailable, but otherwise provides no ongoing benefit. Great Works may be traded as if they were artifacts, and like artifacts, require a Spy to be stolen.

    Starting in Round 12, when Slandering, on a Great Success (the higher of TN 18 or the defender's roll + 6), the target's reputation is reduced by two steps instead of one.

    Other:

    Spoiler: Region 121 Decontamination Methods
    Show

    DNA: Disinfection Protocols. As part of their survey report to the Lux-Glossian Shades, the Divine Nacres suggest the use of highly specific targeted viruses in concert with specialized fungal mites to wipe out all trace of both the Heartstopper Mold and the Breathstealer Algae in Region 121. Though the ecological disruption will likely have knock-on effects, the Nacres are willing to take on much of the work to engineer the viral payloads and mites themselves, and seem fairly confident that the region will still be... if not comfortable, at least habitable, afterward.

    A country with the Graduated Symbiosis technology may take a TN 14 Military action to deploy the tailored viruses in Region 121. If another country owns a Trading Post in Region 121, they may choose to resist this roll, treating it as a Sack attempt with a +2 bonus to resisting. If successful, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and all TPs in Region 121 will be destroyed, which will make colonization more difficult (Colonization attempts will be made against a TN of 16; until the region has a Trading Post, it will not be possible to Settle). Furthermore, the decontaminator will gain +1 Reputation with the DNA.

    CCA: Ecological Reconstruction. News of the strange biosphere of Region 121 draws the interest of the Chora, and as they travel, they remind the local powers of the connections between all things and the importance of fostering symbiosis. An idea takes root among gene-gineers: could the mutual hatred between the two microorganisms not be turned to something greater?

    A country with the Composite Grafting technology which owns a Trade Post in Region 121 may complete a 3-action Project (Economy or Intrigue) or use a Refine Resource Economy 5 Special Action to modify the Breathstealer Algae and the Heartstopper Mold, creating new varieties with a symbiotic rather than parasitic relationship. When complete, the resource type in Region 121 will change; one round later, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and the decontaminator will gain +1 Reputation with the CCA.

    ABS: Destabilize The Foundations. Though busy as always with the Titans, the Abyssal Stewards dispatch messengers warning leaders of the dangers in Region 121. They claim experience with similar overwhelming biospheres in faraway waters, proposing that the Breathstealer Algae and Heartstopper Mold are not to blame. Rather, the waters contain a vast nutrient source of some kind which allows both microorganisms to grow far beyond their appropriate level. If the nutrient source could be contained, then the contamination would die off on its own.

    A country with the Trophic Deconvolution technology may use an Intrigue action to dispatch a Spy to investigate the region and search for the nutrient source, at risk of harm to the Spy on a failure. If successful, the Spy will report the nature of the nutrient source, and may be sent again as an action to extract or destroy the nutrient source at the risk of harm to the Spy on a failure, or a larger team may be sent as a 3-action Intrigue Project to contain the source. When complete, Region 121 will no longer be Contaminated, the region's borders will become normal (white), and the decontaminator will gain +1 Reputation with the ABS.


    The Chelonian Chora, at the behest of the Sakura-Jin, aid inspired Sakurado faithful make their way to Pfithreef, where they appear to be set upon establishing a new Holy Order.
    PGL may establish a new Sakurado Holy Order in Pfithreef (132) as a non-action this round!

    Long before it can be seen, it can be heard. A distant and terrible grinding in the dark which grows slowly louder until what the Stewards call the Trawling Beasts can be seen.

    The scale of the beasts are truly enormous - each is nearly a thousand fathoms wide, and perhaps half that again in length, with a segmented, almost arthopod-like body covered in a patterned metallic exoskeleton. Vast clouds of sediment billow forth before them, obscuring any sign of what means they may use for locomotion, while those same clouds almost entirely obscure the waters behind them. Only once the dust has settled does their effect become clear - in their wake is left only a shallow, gently sloped trench filled with a layer of fine-grained sediment and the occasional piece of undigested debris, all else - organic or mineral - stripped away and consumed. Though only a few towards the front of the V-shaped cloud are visible, the Abyssal Stewards confirm that there are well over a dozen of the creatures, and that attempting to stop them is futile - there is only the hope of influencing their route during their decades-long migration.

    A Herd of Trawling Beast grinds up from the depths of Region 99 into Region 101! This early on, there may be an opportunity to affect what route the Trawling Beasts take - Each country may put forth effort to attempt to lure them towards a general direction (Northeast, North, or Northwest) this round. Different methods are likely to have different results, but the Abyssal Stewards claim to have found the most success piling up items and substances the creatures apparently deem valuable along the direction they hoped to direct the beasts - the offering of Treasure is almost certain to aid in a country’s attempt. If the Titans choose that route, any Treasure offered as part of the attempt will be lost - otherwise, it may be recovered. This may also be possible in future rounds…

    Each region the Trawling Beasts travel through is likely to suffer as a result, as they destroy anything in their path upon the seafloor. Even the waters above are not always safe, as the beasts periodically swallow and then eject enormous quantities of water. Though their exact routes are unclear at this stage, any Trading Post, Holy Site, or Fortress caught in their path which cannot be moved and/or evacuated is almost certain to be damaged or destroyed, to the consternation of any locals. It is, however, possible that opportunities may be granted by such destruction - any region Trawled by the Titans in which a Trading Post or Holy Site is destroyed may be possible to Prospect for new materials or organisms which may now be possible to harvest in the track left behind.
    Sincerely,
    Role P. Geek

  2. - Top - End - #302
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Astral Rebellion

    Harald, The Mer
    D2 M1 E6 F6 I4


    [Economy] Continue the Great Project to change the Resource Requirement of R17 to Drugs (3/5)

    [Economy] Continue the Great Project to change the Resource Requirement of R17 to Drugs (4/5)

    [Economy] Continue the Great Project to change the Resource Requirement of R17 to Drugs (5/5)

    [Faith] Contribute to the Songline of the Sunlit Seas

    Economy Sail away south over the Toxic border of 17, Leaving the Dunes of Revelation behind. Spend 2 treasure for a +1. (13)

    Non-Actions:

    Fail the TN 14 Diplomacy roll to keep the rebellion going.
    Forge onwards in the toxic waters to abyss knows where.
    Last edited by Torv; 2022-08-27 at 07:14 AM.

  3. - Top - End - #303
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread



    Primarch Marcion

    Diplomacy 10
    Military 7
    Economy 7
    Faith 9
    Intrigue 1

    Actions

    Diplomacy: attempt confederation claim on 117. One wealth spent .

    After a stunning rebuke, Marcion tries again to reach an accord.

    success
    Roll

    Faith Seek aid on Confederation Claim

    Faith Seek aid to Clös's manuever roll

    In these times of trouble, we pray
    no roll needed

    MilitaryAttack region 120!

    Clös in command with 5 units, (4 Astartes and one unit of Levt rangers) attempting Witness of the Great Commission Manuever!

    This region will see the rightness of our peaceful ways, by force!

    The Astartes (male hermit crabs) are be-decked in venomous anemones and protected from light projectiles by swarms of point-defense fish. They are freakishly tough and larger and stronger than most intelligent creatures of this region.

    The Levt (anthropomorphic lungfish) are extremely fast, agile, and big. Bigger even than Astartes. They use spears and are surrounded by layers of thick mucous that makes most weapons foul themselves. They also emit toxins that are debilitating without inoculations.


    Military Raise one unit
    The Sakura-Jin of The World Garden need a standing military, so replacements are being bred even as their brothers fall.

    Plans to engineer Levt warriors are contingent on this foray.


    Non-Action request 2 treasure from the Abyssal stewards

    The Sakura-Jin are nearly out of money!
    Their public perception is at an all-time low!
    They have just geared up to produce lots of warriors, but it would antagonize the Wayists to move beyond their own sphere. Even consolidating holdings seems to upset them!

    Solution: take out a loan, pay it back with mercenaries!


    Non-action Allow the DNA to do whatever tests they want.

    Stat increases +1 Faith, +1 Mil

    Diplomacy 10
    Military 8
    Economy 7
    Faith 10
    Intrigue 1

    Spoiler: MRK's first expedition
    Show


    Nephina was a wonder and a nightmare. She was female, and even a Precursor female was almost preternaturally tough. St. Psaul was a just a male, and the Tales of The Acts of Psaul were regarded as unrealistic by Mer and other converts for the shear brutality of things he shed off. The point, her increasingly shattered mind got to- she was one of the toughest sentient beings to exist, handcrafted for tenacity by the genitor priests on the advice of biologians with few peers and none superior.

    And that was before she was compleated with the endosymbiotes that were designed for Astartes and bio-rigged sensory clusters that made her senses more astute than any unaugmented neuter. And she force fed herself until her carapace creaked and rubbed herself down with wax for protection.

    Her riding squid was scarcely less compleat and prepared.

    Nevertheless, she barely made it, not stopping, never sleeping, lest the screams of the thing the Primarch unwisely bought from the Nacres haunt her nightmares even more than the constant stimming wracked her body and the bizarre subconscious commands broke her consciousness with bizarre interjections.

    Already her mind was unwell. Her thoughts were not her own. They were long run-on projections, the end state of brain parasitization causing redundancies to overwhelm existing functions as the brain lost its ability to act as a unit.

    This coincidentally mirrored the thoughts the parasite kept forcing her back to. Cursing the Nacres, ruminating on being thrown from a primeval state of entirety.

    Constantly wondering if the lost eggs of God were alive and living at the South Pole...



    A starved creature, like a warped giant shrimp covered in bizarre parasites, riding a giant squid with almost the same load of engineered augments, wanders, dazed and ranting, into what the Deep Blue system calls "Remote Point"

    The creature is cradling a packet of crinoid larvae.

    It seems almost to be saying, crying, in some musical approximation of the language the Nacres use to talk to aquatic creatures. "Are we here? Can I finally rest?" Then it shudders and collapses into a ball, as though it were in a burrow, or had a shell...



    Spoiler: PRS Monument- The Caves of Therapy 2/5
    Show


    There are seven side caverns in the cave complex, each feeding from the central cavity, which has air at its top and a central raised dais for the Rite of Exposure.

    As Hermit Crabs have always done, most surfaces are covered in mosaics, though of irregular design, unlike the tesselating designs of Precursors and Sakura-Jin. The patterns are purely geometric, not representational like Sakura-Jin art or abstract like Precursor art.

    The overwhelming theme is horizontal lines. Like many Precursor cults they worshipped the tides and viewed the surface as an otherworldly heaven. This belief has not truly passed with the coming of enlightenment. This theme of gradiation, of layers, was clearly central to the Exposer cult.

    Documents found confirm this, and shed new light on the murky story of St. Psaul .

    The story preversed here tells a slightly different narrative about the Enlightenment.


    Theologians long suspected that Sakurado evolved gradually from the Baalim cults of the Precursors, rather than the First Saints claiming St. Psaul represented a total departure from existing theology...

    In The Acts of St. Psaul, Psaul was a high level government functionary who, after being shown mind-breaking images by the Nacres, attempted to overthrow society and was repeatedly the victim of botched execution attempts until his seemingly impervious nature intimidated his enemies into leaving him alone, which led to Sakurado to eventually succeed on its own merits over a period of generations.

    The Therapeutic documents don't directly disagree, but provide additional context. The various cults allied to the nascent Cherry Blossom movement were never actually illegal. St. Psaul's only crime was misusing a favor earned by the Precursors from the DNA for the trivial request of seeing images from their homes.

    And, far be it from the series of botched executions portrayed in the official histories, the Government only attempted to feed the saint to It-That-Comes-From-Beyond-the-Sky once, for the crime of misappropriation. When he was 'spared' after 14 hours, his sentence was served and he was free to go. The fact this actually wasn't unprecedented was the real reason exposure to It-That-Comes-From-Beyond-the-Sky is no longer used as a punishment.

    The tales of his other adventures are probably based on truth, but have more to do with the fact prolonged aether exposure left him deranged and prone to dangerous risks.

    The success of Sakurado occurred in large part because of its supportive nature that led to the first Sakura-Jin weathering the crash following the post-cataclysm boom better than the other religious schools of the era, much as historians already suspected.


    Spoiler: Genus Taxonomia Vadosus Mare: The Whip-tail
    Show


    The whip-tail is a small fish whose tail is curved and prehensile instead of finned. It is known for its large head, which holds more and denser nueral tissue than is common in fish of its size. This leads, predictably, to increased intelligence.

    Whip-tails are approximately 4 inches long and off-white in color. Their primary habit was as exo-symbiotes with Precursors, where they would live inside the shells of the Precursor and clean any detritus that made it into the shell, flitting out to clean the living area of the Precursor, as well.

    After the adoption of Sakurado, the Whip-Taomil population crashed, and the survivors were slowly replaced by cohorts of introduced cousins. These "Brush-Tails" nest in the decorative shells most hermit Crabs keep in their homes, communally instead of individually as their wild ancestors. They provide cleaning to homes and hygiene to various macrofaunal constructs .


    In the surviving Precursor community in Qzzry'ya, preliminary anthropological surveys suggest that Whip-Tails are domesticated and viewed as pets. Samples collected show signs- altered gill structure, dappled color, etc- of domestication syndrome in vertebrates and Whip-tails are believed extinct in the wild, though their complete genome is on record in our libraries.

    This sequencing revealed that the species known to cohabitate with Precursors was a separate species from the cosmopolitan "Twirlies" that are ubiquitous vermin, not simply a population that adopted a unique habit opportunistically.

    Princeps Petrix's delving through ancient preserved records has disconfirmed textually, as well as the existing genetic proof, that Whip-Tails are not just Twirlies engineered to be useful, as was once held as an urban legend. The records speak of Whip-Tails and their domestication and contrast them to Twirlies, as well documenting the project that first created the Brush-Tails.


    4 wealth remain
    Last edited by Feathersnow; 2022-09-01 at 10:03 PM.

  4. - Top - End - #304
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 11


    Reputation Slots Change: As the powers of the world grow larger, each demands more personal attention - and there is only so much that can be paid.
    At the beginning of Round 12, Reputation 3+ slots for non-PRS Organizations will be reduced to three (3).
    At the beginning of Round 12, Reputation 3+ slots for PRS will be reduced to five (5).
    At the beginning of Round 12, Reputation 2+ slots for PRS will be reduced to twelve (12). At the beginning of Round 13, Reputation 2+ slots for PRS will be reduced to ten (10).


    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.


    Having proved to the satisfaction of the Hearthmost their capacity for discretion, Olgght, The-one-who-consumes, is invited to a private vigil held by the Hearthmost, which they hold for nine days and ten nights. What secrets might have been revealed while they remained so sequestered are known only to them, but when Olgght, The-one-who-consumes, re-emerges, they are ravenous for more than mere food.

    Round Opener Mistake: The Shifting Ennead is only Reputation 2 with ABS due to competition for Favored Status with The Kar-Nath Hegemony and the Cyphiri Union.

    All countries which spent actions to contribute to the Crescent Companion may opt to either change the Tactical Doctrine of a General they control as a non-action, or gain two units with a single recruitment action. This opportunity must be made use of by the end of Round 12 or it is lost.

    In the Emerald Tidelands, vast clouds of plankton and other life bloom in the waters above Gan Nachilm, a veritable explosion of life that lends the Smoking Garden its name - the Garden of Swarms.

    [Action - Economy] Invent New Technology: Joined-Stalk Companies: Requires Composite Grafting, Precious Minerals; Successful Expeditions reward 1 Treasure instead of a +1 bonus to one Buyout in the revealed region - this includes expeditions into Fathomless or Open Waters regions. On a Great Success, instead of Treasure, Expeditions grant control of one local Trading Post, or a free Prospect attempt in Wastes regions. - Interested in the resiliency of interconnection, Abyssal Gardeners have unveiled a new form of composite biological lattice that should improve returns when exploring into unknown waters. Building on the methods used by their own metallo-organic growth systems, the Joined-Stalk system is able to use small deposits of precious metals as nucleation sites and bioactive catalysts to discover, filter, and extract valuable substances while traveling through unfamiliar waters, helping guide explorers towards mineral deposits, organisms of interest, or even trade hubs. To be effective, however, requires a significant investment and ongoing labor costs of the sort only expeditions with an emphasis on trade can justify or manage.

    [Request] Quarantine Measures - The Abyssal Stewards, having been ejected from Magma Falls, have completed their deliberations and concluded that Mammos is a new form of Titan as yet unseen, and as such, they have a duty to oppose it - as do all who would call themselves allies of the Stewards.

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

    [Action - Military] Sack ESP TP1 and ESP TP3 for Coral Dye in 59 Consumes owed Favor - The Abyssal Stewards would not ask their friends to do what they themselves were unwilling to, and the abuse of their trust is not a slight soon forgotten.

    The Shifting Ennead's promise to handle the Rustplagued's holding within their own borders convinces the Stewards to look further afield with their own efforts.

    Spoiler: Ongoing
    Show
    (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.)

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

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


    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)


    [Action - Economy] Blaze New Trails - Songlines are not set in stone; like the Reefbacks themselves, they shift and change with age. So too must the relationship between Chora and settled folk.

    CCA Rank bonuses are changed:
    Friendly (Rank+2) Closer cooperation with convoys eases travel - Distance Losses are triggered every fourth region instead of every third, and effective distance when determining distance penalties is reduced by half a region, or a full region if the targeted region is adjacent to or contains a Reefback Nursery.

    Favored (Rank+3): The Chora can always find room for friends, giving the option to pay 4 regions to skip from any region with a CCA base to any other region with a CCA base for Distance Penalty purposes; ready access to the unique insights of the Chora further allows one to Seek Aid for an action even after it has been rolled, once per round.


    [Offer] Kalama Musi E Kulupu Pona - The Chelonian Chora's melodies weave deeply into the background noise of the waters, and this subliminal song is no mere suggestion. Those favored by the Chora are made known to local powers, and it would only take a push for them to hum along in agreement.

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

    [Action - Economy] Invent New Technology: Adventuring Parties: requires Photospore Signaling, Skilled Labor; Missions can set out from any region which the explorer controls or has Aristocratic Support in. - The reach of nations is of limited scope; the reach of the Chora's songs boundless. Yet would not sweet harmonies join the music if more collaboration were tried to reach those not yet contacted? With just a little effort and a flash of light, such a thing might yet be accomplished.

    It is not enough for nations to seek contact with their neighbors. For reasons of their own, the Chora seek to accommodate contact further afield. Perhaps if the nations can convince local authorities to be of aid, a technological boon might accomplish this.

    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.)

    [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.)


    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 - Diplomacy] Commandeer Procure Technology from Seatide Confederacy Consumes owed Favor - As the Nacres take a less generous attitude towards those polities in the waters below, they see fit to make sure certain debts are repaid in their preferred currency - information.

    Fortunately, the Seatide Confederacy dutifully cooperates with the Nacres' request, who in turn politely accept the offered technology with grace.

    [Action - Economy] Invent New Technology: Seeker Barnacles: Requires Graduated Symbiosis, Megafauna; Expeditions may set out from any region the explorer controls, has Merchant Support in, or has a Trade Post in. - It appears the Divine Nacres have developed a new clade of organisms suitable for assisting explorers manage in unfamiliar waters, even those with the benefit of only minimal economic support. The assistance of subaquatic civilizations has proven invaluable to many among the Nacres, and if said civilizations were able to project their capacities into the wider waters of the world, they could likely be more useful still.

    [Request] Side Effects May Include… - Laboratory conditions are well and good, but sometimes progress demands something more. And who better to assist than one’s friends and allies?

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

    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.)

    (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.)

    [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.)


    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.


    Round Opener Mistake: The Lojanese Republic falls to Rank 3 with PRS as GRV rises to once more become Envy Of The World.

    [Distinction] Origins Of The Exotic - Art can often be the best way to gain both insight and appreciation for a culture’s values, beliefs, and unique characteristics - and with so many cultures, there are sure to be just as many styles of art.

    (Opportunity: The first time a country Exhibits a Great Work, they gain an additional Prestige. If a country is the first to Exhibit a particular type of Great Work, they gain an additional Prestige. Duration: Until fulfilled. Special: ‘Types’ of Great Work are determined at the Organization GM’s discretion. Established Types (Preliminary): Sculpture, Literature, Song, Engravings, Tapestry)

    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)

    [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.)


    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; 2022-09-02 at 02:59 PM.
    Sincerely,
    Role P. Geek

  5. - Top - End - #305
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 11

    Global Events

    Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
    The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion.
    Tropical: 6 (Round 9), 13 (Round 10), 18 (Round 9), 20 & 22 (Extension granted for OOC circumstances), 24 (Round 6).
    Temperate: 173 (Round 9)


    For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
    The following regions are lacking their Desired Imports, and their merchants will slowly progress towards rebellion if not supplied with them.
    Owned supports
    Tropical: 6 (Dyes, Round 7 or earlier), 13 (Preservatives, Round 7 or earlier), 18 (Skilled Labour, Round 8)
    Polar: 52 (Large Minerals, Round 11), 66 (Luxuries, Round 7 or earlier), 67 (Stone-Cutting Tools, Round 11)

    Open supports in owned regions
    Tropical: 20 (Unskilled Labour, Round 7 or earlier), 24 (Military Labor, Round 11), 26 (Blood Sources)
    Temperate: 139 (Unskilled Labor, round 9)

    Spoiler: Tropical
    Show

    The Lupomatese are very grateful to the Hymenocera for their generosity and benevolence, but they are less impressed in matters of spirituality. The Hymenocera show no regard for the blessings of the Delights of Moonlight, and the clergy quietly begin to close ranks
    If the local majority in region 4 does not align with the state faith by the end of the round, the Clergy will become Open.


    Spoiler: Polar
    Show

    [reactivating sub-roe tine]
    [commit: parallel]
    [commit: paradox]
    [observe: love is not enough]
    [observe: i do not want to be imprisoned forever]
    [sub-roe tine returning to inactive mode]
    The mysterious force continues its assault on the Aristocratic Support of Coresite (Region 58).




    Spoiler: Temperate
    Show
    All is quiet, for now.



    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.
    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.

  6. - Top - End - #306
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Greenwater Clans
    Leader: Speaker Meriel Swiftwater
    Diplomacy: 4
    Military: 6
    Economy: 6
    Faith: 2
    Intrigue: 5


    News and Rumors:

    Lux-Glossia is publicly honored by Meriel Swiftwater for their assistance with the creation of the Crystal Garden, particularly those Shades which directly worked with the Clans. Matriarch Alleoro of the Purple Shade in particular is singled out as showing a commendable willingness to extend a hand to a newly discovered neighbor.

    Despite the effusive praise of the current Grand Matriarch, however, those approached for more tangible expressions of gratitude such as trade deals and right of passage are of a rather different sort. Those considerations go to either those who are likely to be in line for the position when the Purple Shade loses its claim, or to Mer Matriarchs believed to be swayable with the recognition that the conditions for the Grand Matriarchy so often deny them.



    [Military] Invade Region 123 with 1 unit of Serovin Rangers, led by Yura Darkwater and using Ruinous Currents.
    To the north, a pack of rapacious nobles skirmish endlessly with each other over a throne none of them can hold. Those few who are forward-thinking enough to set aside their arrogance and pride and acknowledge that their people are at the mercy of anyone around them have already made common cause with the Clans; those who have not will now be shown the folly of their ways.

    The force Yura has is scouts and skirmishers, nothing she would be comfortable taking into battle against a proper army. For the cut-rate remnants of household troops that she is facing, however, it should be more than sufficient - and that is in itself a brutal indictment of any claims that they will be ample protection should the Reavers return.


    [Military] Raise 1 unit of Serpentscale Soldiers
    ???

    [Diplomacy] Meriel Swiftwater attends Oliver's Ball
    ???

    [Diplomacy] Establish Confederation Claim in Region 140

    ???

    [Economy] Explore southeast of Region 141. (Result: Having been informed this needed to be an Expedition, the result is in fact a9. Failure, regardless.)
    The Crystal Garden sets forth on its first true journey, swimming southeast from Haven. An invitation is extended to those Shades which assisted in the construction to send observers, should they wish to - it is dispatched nearly a year before the scheduled departure date, to ensure no slight is given and there is ample time for any representatives to be gathered. In either case it departs with a full crew from the Clans aboard, including several members of prominent families; Meriel herself sends her younger sister Seta, in a show of confidence that the fine engineering of the vessel will at last permit them to reach into the unknown waters that have eluded the grasp of the Clans for so long.

    Spoiler: Book-keeping
    Show
    Stat Change: Diplomacy +1, Military +1.
    Resources: Esoteric Reagents (TP3, Region 141), Native Gold (TP3, 122)


    Spoiler: Unit Types
    Show
    Spoiler: Scouts and Skirmishers
    Show
    Serovin Rangers: The first soldiers under Yura Darkwater are drawn from those who patrol the Serovin, as the readiest and best trained force that is neither necessarily engaged in its entirety nor solely loyal to a single clan. While largely unarmored, they are excellent swimmers and skilled at navigating dangerous terrain without being detected, traits which render them excellent scouts. They are also serviceable skirmishers, armed with finned javelins and short thrusting spears, both of which are traditionally tipped with the fangs of the great serpents that lurk in the depths of the Serovin and anointed with a wide variety of toxic reagents.
    Last edited by Lady Serpentine; 2022-09-01 at 11:42 PM.

  7. - Top - End - #307
    Ettin in the Playground
     
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    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
    Regions: 7, 17, 18, 19, 26
    D: 10
    M: 10
    E: 6
    F: 10
    I: 2

    Actions:

    1) Faith Special 10: A blessed Miracle! That we faithful flock of Crimson shall commune with our glorious returned goddess from the depths! The endless Eel, Indah Radiant, Terror Made Manifest!

    2) Military Raise 1 Unit
    3) Economy Buyout TP 1 Region 17 Roll
    4) Economy Buyout TP 3 Region 26 Roll
    5) Economy Buyout TP 2 Region 20 Roll
    6) Economy Buyout TP 2 Region 28 Roll

    Ruler Stat Increases: +2 Economy

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


    Stats next round
    D: 10
    M: 10
    E: 8
    F: 10
    I: 2

    Spoiler: Book Keeping
    Show

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

    TPs owned:
    Siren Extract TP 2 Region 2
    Treasures and Artifacts TP 1 Region 7
    Jaderock Coral TP 2 Region 21

    Units Owned: 4/10 Maximum
    Treasure Owned: 1

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

    Radiant Blade Charges: 0/3
    “I’m a Terrorist not an idiot.” - Me
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  8. - Top - End - #308
    Dwarf in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

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

  9. - Top - End - #309
    Dwarf in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Round Twelve: Begin
    Years 33 - 35

    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 30 - Year 32

    Rules Alerts and Changes!
    Reminder: This round will end at 10am on September 25th, as a (now slightly shorter) 2 week round. Round 13 will be a 3 week round.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Tropical
    Show



    Small, colorful flashes are spotted in the northern tropical seas, growing closer at times in small clusters as if curious. Scouting missions sent closer discover the Taika, a race of smaller fish that make their home in Aniwana (Region 153). The Splendid Miru Miru are found in Region 153 with a resource of Decor and a Desired Import of Exotic Foodstuffs! Trade Post 1 in Region 153 is owned by The Splendid Miru Miru. All Holy Sites are Open, along with the Clerical Support. Aristocratic and Mercantile Supports are both owned by the Splendid Miru Miru.

    The crew of the Losinka Alaku gracefully steps aside for Queen Nirali, allowing her first and final word on all decisions regarding the welfare and trajectory of the juvenile Reefback. The voyage would be dull, as there isn't much to see except endless expanses of gray cloudy waters, if it weren't for the myriad of epics sung by the Pojan crew as the ship swims onward. Perhaps Queen Nirali will have new lullabies to sing to her child when she returns.

    The Lojanese Republic explores the wastes east of Region 13 using the [u] Losinka Alaku[/] and discovers region W26, an uninhabitable Waste region!

    On the advice of his councilors, High King Lord Deca V sends an elite party of red-spotted nobles and scribes to the southwest of Belosa to make first contact. Upon arrival, the nobles are mostly ignored as the native adherents of Bureaucratism fawn over the bioluminescent algal writing grafted onto the scribes' sponges. Such a compact and brilliant method of storing information! What efficient bureaucracy! The local merchants eagerly sign trade deals with the diplomatic party in exchange for a closer look at the Hymenoceran sponge writing technology.

    The Hymenocera Expanse explores southwest of Region 29! They discover Region 30, a region which has two Open TPs of Branch Coral, a Desired Import of Esoterica, 4 units of defenders, one Holy Site of Archaic Assembly, one Holy Site of Bureaucratism, and one Holy Site of New Revivalists! Due to their Great Success, HYM gains the Merchant Support of Region 30!



    Spoiler: Pemperate
    Show







    With the efficacy of their brineray-derived filtration grafts proving to be quite high and the contaminated waters to the far southeast clearing up, the Yellow Shade’s explorers press further into the toxic waters now known to lie beyond. They find a wide stretch of open sea, the seafloor shrouded in darkness and murk, filled with some microscopic scourge which, when ingested, causes horrific necrosis of the skin and outer flesh. Though the explorers are able to avoid this fate by virtue of their grafts, one of the sea cows brought along for provisioning is less lucky, and the eighth day of its slow decay into exposed organs and bones is enough to convince the explorers to turn back, having found nothing but empty seas and a few bony fish, either living zombies or examples of some strange adaptation to the toxin.

    The Lux-Glossian Shades explore east of Region 91! They discover Region 39, a Depth 1 Fathomless Toxic Region with one Open Trade Post of Bone-Finned Minnows.

    Though the second Lux-Glossian expedition is diverted at the last minute, it nevertheless returns results. Lux-Glossian explorers far to the west break through a shroud of anoxic waters and return, delivering their report on the social structure and habits of the small but architecturally gifted theocracy in the local area. Almost as important, they report no incidents with the locals, whose attention they were able mostly to evade.

    The Lux-Glossian Shades explore west of Region 170! They discover Region 167, a region which has two Open TPs of Greenslate Panels, a Desired Import of Textiles, 5 units of defenders, and two Holy Sites of Hierarchy of Ghon.

    The Crimson Moonlight glides through waters of such clarity that its passengers could almost swear they could see all the way around to the ship itself again, from without. It is only on the return journey that they realize this is a result of a strange pattern of light which create faint mirages of any item with the waters, stretching off..perhaps forever? Most just count themselves fortunate this visual indicator hadn’t attracted the attention of anything…unsavory.

    The Lux-Glossian Shades explore south of W35! They discover W34, an uninhabitable Wastes region without trading posts.

    Though the Abyssal Stewards have fled from the waters of Magma Falls, Lux-Glossia looks past the sins of the Eternal Spring--and this quite literally, for their cartographic covetousness has fallen upon what lies southwest of the increasingly isolated kingdom. They enlist the help of the Divine, not to fend off the demonic but to field test the inexact Gotezhar formulae. Tragically, rather than silver-suited sinking stars scouring the selected seas safeguarded by thermal fanny packs, the Nacres instead outsource to their own help, bringing in a pack of eelfolk from the latticework of some distant coral reef. The serpentine scouting is not without difficulty, and it is soon discovered that the Bitter Tourism packs are simply too small to protect the entire twelve-foot length of the longer eels. But, of course, you can't make an omelet without bursting some roe and you can't explore arctic waters without losing a foot or two of tail to hypothermia. Adjustments made, the Nacres are soon able to report back on the region, with but a hint of hope that the pack technology would become theirs.

    The Divine Nacres explore southwest of Region 51 on behalf of the Lux-Glossian Shades (Share Survey Data)! They discover Region 49, a region which has two Open TPs of Ivory Legionnaires, a Desired Import of Luxuries, 4 units of defenders, one Holy Site of Gospel of Life, and one Holy Site of Corrupted Gospel.

    "Service to a friend" is rendered all the sweeter by forgiveness of debts and by promise of secrets to be shared. The Divine Nacres profit much by their relationship to Lux-Glossia, and it is only just that all of the Shades share in such increase. Though they use the same methods, now refined, as they did for their other arctic expedition, here there is much more trouble. Travel through Artetchhue is perilous, and the would-be explorers find themselves rocked by Orquiquine explosions as they speed through the waters. Those who seek shelter find themselves soon set upon by the Ortel, a terribly certain, horribly gory, and unspeakably sedate fate. The survivors make a second run along the borderlands, avoiding the worst of the minefield, but finding themselves growing ill from the chemical flourishes from the Mother's Wrath. Reduced in number, sickened, and exhausted, the intrepid eelfolk finally make their way through the icy borderwaters into unseen seas. And that's when they find out about the harpoons.

    The Divine Nacres explore southwest of Region 55 on behalf of the Lux-Glossian Shades (Share Survey Data)! They discover Region 54, a region which has two Open TPs of Basalt Harpoons, a Desired Import of Fibers, 5 units of defenders, and two Holy Sites of Invocationists.


    Region 105 is cleansed at great cost - Pfilghol loses 1 Unit in their efforts and Olgght, The-one-who-consumes, has their Military score reduced by 1.
    The Order of the Ironkelp Knights cleanses Region 96 via spiritual cleansing!

    The Desired Import in Region 17 changes to Drugs

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

    The Costa Sereia are a curious people, in a practical way. "What is it?" is an important question; no less important the following "How is it useful?" COS develops a new Cultural Identity: Practical Curiosity which increases the die for Investigations to 2d8

    With the Eternal Communion’s presence in Region 66 firmly holding fast, the Riftlings see fit to declare the Region’s full integration into the hivemind. What few natives remain in the Region are evidently pleased enough by the Ambassador’s intent to preserve the waters’ lifeless state that they eagerly welcome Riftling rule. RFT Presses a Divine Right Claim on Region 66

    Deep Blue’s influence continues to grow, as yet another Region joins the OpenSEA network, lured by promises of cookies that strike a chord with the food-insecure population. DPB presses Confederation Claim on Region 59

    A decade of commercial and now religious links have steadily strengthened relations between the Kalan Company and the Cyphiri Union, and this process seems to be reaching an apex, as rumors swirl of talks aimed at fully tying the Emerald Tidelands to the Union Council. CYP establishes a Confederation Claim on Region 124, spending 2 treasure

    After embarrassing diplomatic failures in years prior, the Ironkelp Order meets with a surprising reversal of fortune, as the Grand Master finds himself courted by and eventually married to princesses from not one but two foreign seas. OKI establishes a Marriage Claim on Region 116! OKI establishes a Marriage Claim on Region 118

    Primarch Marcion continues to devote a great deal of effort to winning over the home region of the Black Pearls, and further negotiation is able to resolve the narrow technical issues that scuttled the last attempt at outreach. SKR establishes a Confederation Claim on Region 117

    Perhaps feeling hemmed in by their longer-established neighbors, the Cryptid Congress quickly moves to secure more space for their people, focusing on the uninhabited waters to their south. CRY colonizes Region 81

    The Gotezhar Builder’s Union wastes no time in living up to their name, embarking on massive works projects across the entirety of their territory. However, their constructed ecosystems encounter unforeseen issues as low-level species assumed to be omnipresent suddenly and inexplicably disappear from the construction zones. GTZ works on settling Region 137 (¾). GTZ works on settling Region 174 (¾). GTZ works on building a Smoking Garden in Region 136 (¾)

    As a result of growing connections and relationships, the Shark People vassalize to Deep Blue! DPB’s player will control the Shark People from henceforth. Each round the Shark People have one action and such action is chosen at random from the following list (rolling a 1d4): Attack, Raise Unit, Sack, Move. Targets for this random action are chosen by DPB's player. Move is a special Military action of the Shark People moving locations to a random unclaimed non-waste non-contaminated region.


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

    Reef in Bloom:
    ESP sends Treasure to KNH, gets Mitochondrial Regulation.

    Oliver’s Ball: GTZ gifts Bitter Tourism to OKI and CYP; GTZ trades Filtration Grafts to CYP in exchange for 1 Treasure; GTZ trades Bitter Tourism and Razor Current Netting to SEN in exchange for Electrodialytic Staurozoa and Devolving Standardized Integrations; GTZ trades Razor Current Netting to STC for Holographic Certification; STC sends 1 Treasure to OKI?, STC trades Holographic Certification to CYP in exchange for Anoxic Adaptation; CYP gives GWC Composite Grafting, Graduated Symbiosis, Photospore Signalling, Supernatic Propogation, Trophic Deconvolution and Anoxic Adaptation; CYP gives Anoxic Adaptation and Trophic Deconvolution to SEN in exchange for Electrodialytic Staurozoa

    Remote Point Access: STC gives 1 Treasure to DPB, gives Holographic Certificate to CRY in exchange for a promise; DPB gives Memetic Hazard Generators and Electrodialytic Staurozoa to CRY

    CRY vassalizes to DPB!

    Impresses and Sways
    PGL Impresses the Aristocratic Support in Region 104
    CYP impresses the Merchant Support in Region 139 (using Domesticated Sea Cows for Manual Labor Import)
    CYP impresses the Merchant Support in Region 140 (using Ray-Ear Seaweed to satisfy Spices)
    STC impresses the Merchant Support in Region 187
    STC impresses the Merchant Support in Region 70 (using Sour Krill)
    LOL sways the Merchant Support in Region 5; buys out TP 1 in Region 5 thanks to Tairlav Palace
    COS sways the Merchant Support in Region 65 after defeating the contest from STC
    KNH sways the Aristocratic Support in Region 75
    KNH impresses the Aristocratic Support in their colony in Region 64

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    ESP creates a trade route with DPB!
    LUX creates a trade route with ESP!

    ESP buys out Trade Post 2 in Region 77 for Rimestone, spending 2 treasure and with the support of KNH
    LIT buys out Trade Post 2 in Region 20 for Carcinized Architects after stiff competition from LSD
    LSD buys out Trade Post 3 in Region 15 for Granite slabs
    LIT buys out Trade Post 3 in Region 26 for Blood Pearls
    LIT buys out Trade Post 2 in Region 28 for Tiny Turtles
    LOL buys out Trade Post 1 in Region 26 for Blood Pearls
    HEX buys out Trade Post 1 in Region 29 for Spinecrab
    CRY buys out Trade Post 1 in Region 67 for Piezo-Phosphoric Crystals
    CRY buys out Trade Post 2 in Region 59 for Coral Dye

    GRV supplies Region 59 with Electrum

    DPB’s payment is accepted by the entity known as Mammos.

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

    COS Organizes Brilhinte as a One Doctrine Faith!

    LUX sets the third Holy Site bonus for Lux-Glossian Way!
    Spoiler: Great Lengths for Great Discoveries
    Show

    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.


    STC sets Tidal Sequence CI bonus - resist Sway Faction attempt.

    PGL establishes Holy Order in the Pfithreef (Region 132)


    ESP creates Holy Order in Magma Falls (Region 51)

    DPB adopts The Eternal Communion of the Old Fathers as state religion
    CRY converts to The Blossoming Sequence as state religion

    CYP converts HS1 in Region 128 to The Flowing Way
    HEX converts HS 2 in Region 4 from Dreaming Dead to Uplift Reverence!

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    STC develops the technology Holographic Certification! Gives +1 to rolls when resisting Undermine Support. Requirements: Photospore Signaling and 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.

    DPB invents a new 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

    ABS invents Joined-Stalk Companies! Requires Composite Grafting, Precious Minerals; Successful Expeditions reward 1 Treasure instead of a +1 bonus to one Buyout in the revealed region - this includes expeditions into Fathomless or Open Waters regions. On a Great Success, instead of Treasure, Expeditions grant control of one local Trading Post, or a free Prospect attempt in Wastes regions.

    CCA invents Adventuring Parties! Requires Photospore Signaling, Skilled Labor; Missions can set out from any region which the explorer controls or has Aristocratic Support in.

    DNA invents Seeker Barnacles! Requires Graduated Symbiosis, Megafauna; Expeditions may set out from any region the explorer controls, has Merchant Support in, or has a Trade Post in.

    The Riftlings complete the Firewall! While the name may lead one to believe a composition other than deadly trained herring, the Firewall is nonetheless foreboding and highly effective.

    RFT gains 1 Treasure from Plastic Flower Recycling Routine

    RFT creates Artifact - The Bare Trap


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

    MGM Promotes a General - “Tiny” with a Military Score of 7!
    GRV Promotes a General - Sersi The Pale - with a Military Score of 10!
    LOL raises Hurrdrav Fortress in Lojan (Region 9)
    MGM Oppresses the Clerical Support in Region 10!

    Lojanese Republic’s invasion of Kaarme (14)
    Spoiler
    Show
    Led by General Zabkrew (Military 9) with Military 6 ruler, 2 LOL Units invade Kaarme (14), spending 2 Treasure, using Death Commandos, and attempting to use Graceful Show of Force, facing off against 1 AOK unit led by Master Juma (Military 9) with Military 6 ruler, attempting to use Unyielding Force!

    General Zabkew and Master Juma tie for Tactical Maneuvering! Both of their Tactical Doctrines activate! (total effects: -20% LOL casualties, +2 LOL leader loss roll, +12 AOK leader loss roll, free LOL Sway attempt in 14)

    AOK Victory! Kaarme (14) remains under AOK control! LOL Sways the Aristocracy of Kaarme!


    Sakura-jin invasion of 120
    Spoiler
    Show
    Led by Clös (Military 7) with Military 7 ruler, 5 SKR Units invade 120, attempting to use Witness of the Great Commission, facing off against 2 native defender units led by a Military 7 commander, attempting to use Unyielding Force!

    Clös wins Tactical Maneuvering, successfully utilizing Witness of the Great Commission! (On victory, free conversion attempt in region. +4 to battle, -40% enemy casualties, +10% own casualties.)

    SKR Victory! Native defenders lose 2 Units! SKR loses 1 Unit! SKR converts HS 2 in region 120 from Followers of Athe to Sakurado! SKR gains control of 120!


    GWC invades region 123 unopposed! GWC gains control of region 123!

    Schemes!
    Coercion, betrayals, and spycraft

    PGL recovers the Kela Ein Kamohu Artifact!
    PGL recovers Gtsit after a successful lightning raid!

    DPB Coerces TP1 in Region 55 for Chelonian Hunters
    DNA Coerces TP1 of 173 on behalf of CYP!

    Terror!
    Violence, upheaval, murder, and destruction.

    ABS Sacks ESP TP 1 and TP 3 in region 59, gaining 2 Treasure! Mammos destroys TP 3 in region 59 rather than allow ABS to benefit, costing ABS 1 Treasure!

    HEX loses the Clerical Support in region 4 - it becomes Open!

    Titan updates will accompany Organization action post due to GM mishaps.

    The Astral Rebellion has vanished entirely.

    Organizations!

    SEN constructs a Smoking Garden in Sketi (68)
    SEN and DPB accept the requests for Quarantine Measures
    KNH refuses the ABS request for Quarantine Measures - the Stewards grudgingly accept this fact for what it is.
    SKR accepts DNA request for tests.

    Writing Collections
    MGM submit an entry to the Songline of the Sunlit Seas
    GRV contributes an action to the Verglas Volumes
    DPB contributes an action to the Verglas Volumes
    FAY contributes an action to the Songline of the Sunlit Seas
    SKR contributes to Genus Taxonomia Vadosus Mare

    Reputation
    LOL raises rep with ABS from 1 to 2
    SEN raises rep with ABS, spending a favor in the process
    DPB raises rep with ABS, spending a favor in the process

    Favors
    LUX gives Filtration Grafts to DNA to repay favor debt
    LUX asks DNA to Share Survey Data about the Region SW of 51 as a favor
    LUX asks DNA to Share Survey Data about the Region SE of 55 as a favor
    CYP asks ABS for Prize of the Depths
    CYP spends a DNA Favor to get Survival Of The Fittest targeting TP1 of 173
    GRV takes up Bounty of the Depths, getting 5 Treasure in exchange for 2 Favors
    STC provides Holographic Certification to DNA to repay a favor.
    KNH spends a DNA Favor to ask DNA for Gene Grafting for General Kreel, raising their Military score.
    KNH gives Mitochondrial Regulation to DNA to repay favor debt
    COS asks ABS for Prize of the Depths
    SKR takes up Bounty of the Depths, getting 2 Treasure in exchange for 1 Favor

    Prestige
    SEN completes a Monumental Undertaking!
    KNH completes a Monumental Undertaking!
    COS creates a Cultural Identity!
    No bubbles no troubles

  10. - Top - End - #310
    Halfling in the Playground
     
    Lumaeus's Avatar

    Join Date
    Jun 2019
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Pemperate Region

    Turn 12

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

    Spoiler: Trickle Down Economics
    Show

    The Riftlings have always enjoyed* close trade relations with the Eternal Spring. What this means, of course, is that the unfortunate buildup of trade goods has always been conveniently taken away by the Medusae and the game-required-but-fluffwise-absent-merchant-class (because the Riftlings (and the Chrysomallon Kiwa) have no material culture) kept mollified so that they do not intrude into the fluff layer by the same.

    For this service, the Medusae have demanded nothing, and the Riftlings remain grateful. Now, though, Riftlings in the Dead Seas have found a comical burlap sack with a big green dollar sign on it filled with MammoCoin™ floating gently midway down the depths to the Dead Seas. With no wonder where it came from, the only question is how soon and how effectively can we get rid of it?

    *tolerated


    Faith10: Miracle
    Spoiler: Down, Down, Down We Go
    Show

    The treacherous Abyssal Stewards have declared war on the Pax Arctica by their actions, but the evenhanded and fairminded Gravetenders hold back the Riftlings' wrath. There is to be a trial. There is to be due process. There is to be hesitation before the final blow. War has been declared by the aliens, but it may not yet be answered in kind.

    No matter.

    It is not an act of war to shatter the metallic threads by which the Stewards seek the entrap, coerce, and incite the polar powers. It is not war to rebalance the tables of incentive. It is not war to pray.

    And so the Anointed Prophet of the Eternal Communion make a tour of the Separatum Corporate Holdings, alighting with a quiet hum above the ruins of the trade post so viciously attacked by the Stewards. They speak:

    "We, the Anointed Prophet of the Eternal Communion bring a message from the Old Fathers, by the Youngest, in the name of the Great Mother. We float now at a scene of death and of terror, a nightmare conceived and perpetrated at the whims of those servants of avarice, the Abyssal Stewards. This treachery has struck a deep blow into the heart of the wellbeing of the greatest polar project to date, into the soul of the predecessor to our blessed Pax. This cannot be allowed to stand.

    Some may blame Mammos for the bulk of the destruction. Those surviving eyewitnesses speak in jumbled tongues but do, in fact, agree that it was in a vigorous display of defense that the demon by wrath heretofore unseen brought low the the trade post and the Stewards hopes. This, we unqualifiedly admit, seems true. But Mammos is a guest of the Eternal Spring, the Eternal Spring holds dominion over the trade of the Corporation, and if the demon was charged with the defense of the region even unto the point of this destruction, then by the Spring's own charge is Mammos declared innocent of crime.

    Pardoned though it is, Mammos' devastation was not wanton. It was a hand forced by the depredations of the Abyssal Stewards. Dangling their monopoly of the depths over our heads, they have for too long seduced our peaceful peoples into their debt. Now, they have revealed themselves. Parasites grown fat on the carrion flesh of those into whose dominion they bore deadly wounds, distant emperors who would command all from the noble Ennead to the divine Herring God to the proud Nathi. They manipulate our realms and our realities as though we were but playthings in an online collaborative worldbuilding game.

    No more.

    In the name of the Mother, our collective will shall be done. Today, we strike the first blow against the leash of these Abyssal Stewards, and we will continue to strike the next day and the next and the next and the next. Though judgment and retribution be delayed until the results of the trial, a trial where we freely admit they may find vindication, we will no longer cower at their altar. Polar has gods enough. Let us sink below the gaze of these false divinities and let us plumb depths from which they shrink in fear. Let us know the secrets of the sunken places, and let us be free from these Stewards of the False Deep!"


    A great thrum resounds, not through the waters but through each and every member of the Eternal Communion. The Mother's will be done.

    Miracle: Depthborn Adherents of the Eternal Communion can connect to those around them, and through use of the sealife around them, can offload the pressures and extremes of the depth onto those beings that can take it.

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

    Diplomacy: (Faith|Censer) Grant the Bare Trap to the Seatide Confederacy

    Faith: Convert Maurente (74) 1 TN: 12 Roll: 18 SUCCESS
    Faith: Convert Maurente (74) 2 TN: 12 Roll: 18 SUCCESS
    Faith: Convert Remote Point (187) 1 TN: 12 Roll: 18 SUCCESS

    Faith: Great Project: Eternal Reunion in Danabae (69)
    Spoiler: Immunosuppresants
    Show

    The awful mangle of flesh forbidden the peace of death is not yet what it needs to be for the Doflein to work undisturbed. Somehow, despite all of the abuse it has suffered, the horrifying animation of the rot-seeded offerings allows for the bodies' own defense systems to thrive. For grafts, for recycling, for abomination, this will not do. The Ennead would not be pleased to find their flesh was able to reject the purposes for which it has been harvested and collected.

    The Architect of the Riftlings Many, possibly the greatest experts in the world in the field of reanimation, now dedicate their energies to selective deanimation. Even at their miniscule size, Riftling polyps cannot perceive nor excise immune cells--that would be absurd and unrealistic. Instead, a method is found over years of labor. Through extension of their own Communion throughout the painwracked flesh, the Riftlings invite the immune cells into their own cluster. These, they then extract through a thousand cuts, each one an agony to the cluster sharing the experience of the dead. And then they repeat it, time and again, until critical mass is reached, and the fleshstock can maintain its own Communion and expel its own immune system into the waters above.

    A puslike cloud of macrophage and antibody swirling around them, the Architect look out over the edge of an ever-growing pit in waters grown thick with the fog of off-gassed immunities.

    Eternal Reunion: 2/5


    Spoiler: Ascent of the Fifth
    Show

    Waiting for certain 66 writeup stuff, sorry


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

    Next Ruler Stats:
    Diplomacy: 2
    Military: 3
    Economy:4
    Faith: 10
    Intrigue: 4
    Last edited by Lumaeus; 2022-09-24 at 11:30 PM.

  11. - Top - End - #311
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 12
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 8 Military 5 Economy 10 Faith 9 Intrigue 2
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Diplomacy
    1. Exhibit Great Work - The Palranic Anthology (Literature; +3 Prestige) [Diplomacy 5] - Unrolled
      Spoiler
      Show
      History has always been of great importance to the Cyphiri, and art a useful method of expression and interpretation. The Archives have always been a representation of those concepts to the Cyphiri, and their importance in the Flowing Way, and for as long as any Cyphiri can remember Palran has been the master of those halls. The ancient Cyphiri has had some time on his hands recently, with the reconstruction of the Archives and the training of their new archivists successfully delegated to trusted subordinates, and the Anthology has been what he's filled that time with - a collection of all that he has heard over his long life, the stories curated to those that are most insightful, entertaining or just plain interesting.

      It's clear that Palran has made an effort to not make the book all about the stories of the Cyphiri - after all, many Cyphiri travellers pass by the Archives on their return to relay the stories they've learned out in the world, and Palran has made it a mission to hear them all, the Anthology containing many of the stories of the other faiths of the oceans that met his criteria for inclusion - of the gods of Brilhinte or of Mother Herself, for instance - and the various cultures found out there. Despite the importance of interpretation and understanding to the Flowing Way, and the fact that guidance in such matters is an important part of an archivist's role, the Anthology has no commentary or guidance by Palran, except perhaps in the order he's organised the stories, or the exact wording he used in his relaxed, occasionally somewhat light-hearted writing style. He refused to explain why he omitted such an importance of the telling of the story until his death, less than a year after declaring the piece complete, and understanding whatever message he intended from this, or may have hidden deep into the text, has become an occasional preoccupation of dedicated followers of the Flowing Way, particularly the archivists.

      The Palranic Anthology, as the writings have come to be known, have been kept in the newly built Grand Archives of the Cyphiri, taking pride of place in the Old Building. All people from across the ocean are invited to come and see them, to read the stories or simple enjoy the artwork (despite his age, Palran apparently still had the dexterity and finesse of a Cyphiri, cobalt-dye pictures depicting various scenes from across the known waters), and maybe gain some kind of understanding of the people around them. Or they may not, and simply enjoy the stories as they are. The Cyphiri are fine with that too - such is how stories work.
    2. Raise Reputation with the Chelonian Chora (Reputation 2->3) [Diplomacy] - 20, Success
      Sensing the renewed warmth towards those of the Chora across the Union, Baran decides to make it official and meets with the Chora in and around Cyph-Arel's Reefback Nursery, hoping to win them over.
    3. Sway Aristocracy of 124 [Diplomacy] - 20, Success
    4. Convert HS1 of 124 [Faith] - 12, Success
      With the Tails of the Tidelands believing in the Flowing Way and agreeing to the idea of incorporation into the Cyphiri Union, all that remained was to convince the Kalan themselves. It was decided that a two-pronged attack would be best, the Hallus-led diplomats arguing the political and economic benefits (Baran himself coming down at one point to discuss his goals for the Cyphiri's Retainer Guard and the role the Kalan may play in it) while the remaining teachers of the Way focus their attention on the Kalan under Ulnesh direction, trying to get more of the Kalan following no particular faith (or a minor one that can brought into the proper context) to understand the Flowing Way as the Cyphiri do.
    5. Contribute to the Genus Taxonomia Vadosus Mare [Economy] - Unrolled
      As always, the Cyphiri are always happy to respond to a request for information on the world around them, and the Divine Nacres' survey of the life found in the local ocean is no exception. Soon, reports are coming in from Cyphiri in their positions across the Union's various holdings and places of interest of the life around them - nowhere near as detailed as the report from the Pylet on the cralscye, but the hope is that breadth, scope and quantity has a value of its own to the Nacres.
    6. Prospect in W35 [Economy] - 21, Success (1 Treasure spent; 3 TPs discovered)
      With preparations complete, and the crew fully trained in piloting Wayfinder and using Shero'ah Hakkol, Rendal Belar takes the vessel out into the wastes, using their new western staging point. Soon the people living on the southern edges of the Glossian Sea, Gosto G'Cor and the waters around their staging point can occasionally hear the shrieks of Gulgolet Shero'ah Hakkol resounding through the oceans as the ship scours the closest wastes for anything of value, occasionally stopping back at their staging point for supply and to pass on their findings.


    Nonactions
    • Partially repay the debt to the Abyssal Stewards with 2 Units for 1 Favour.
      Baran's quite happy with the Piryon Ma'yan, but he is also very much aware of the way it has shifted the balance of obligation in the favour of the Abyssal Stewards. As a sign of goodwill, and to prevent the balance even shifting further out of their favour given other ongoing deals, he makes arrangements with House Hallus' retained force of mercenary irregulars to transfer their contracts to the Stewards, bolstering the organisation's forces and in the process helping to relieve the worries of some Cyphiri families and houses who had always been concerned about the mercenary army not under the Fund's authority. Howevr, it soon becomes clear that this won't be enough, and soon a substantial amount of the Retainer Guard have their contracts signed over too - some of the more skittish Cyphiri families voice concern about not having a substantial military, what with the Sakura-Jin's current expansionist bent and the mer clans to the south becoming a growing power of their own, but the arguments for the diplomatic and technological benefits of the move overcome thoise voices. They had the Flowing Peace to protect them, after all.
    • Spend 1 ABS Favour on Abyssal Technologies to gain Joined-Stalk Companies.
    • Spend 1 CCA Favour on Chelonian Technologies to gain Adventuring Parties.
    • Spend 1 DNA Favour on Nacreous Technologies to gain Seeker Barnacles.
      News of every major organisation offering to teach about their own unique ways of exploring the world and learning its secrets is music to Pelir Hallus' ears, and she sends out a group of her subordinates to each of the three groups to learn what they can. The fact that each group is led by one of the three Cyphiri most likely to succeed the aging head scientist of House Hallus isn't something that goes unnoticed by the scientific community of the Union, and the common perception is that each is trying to impress her with their conduct while away and the quality of information they come back with.
    • Spend 1 DNA Favour to ask them to investigate the island where the Trawling Beasts were resting on the Union's behalf.
      The Trawling Beasts have captured the imagination of many Cyphiri, and learning more about them is a topic of interest to many families. The Dapan family, a part of House Pylet, see more than just an interesting group of creatures or a crisis to be dealt with, though - they see opportunity. Curious as to the potential rewards to be found on that island, and sure that it could be very profitable, their leader meets with Hapat Pylet on several occasions, and in the end it appears as though he is convinced as he makes an official request of the Divine Nacres to investigate on the House's behalf. The Dapan aren't particularly equipped for the surface, after all, although preparations are underway to rectify that problem, and the Pylet lack the time and focus to investigate properly themselves - better to have someone else make the preliminary investigations, so that they can only act once they know doing so would be worthile, and the Nacres are the perfect fit for the job.
    • Spend 1 Treasure to try to direct the Trawling Beasts to 109, assuming that attempts to lure them north are successful.
    • Try to evacuate TP1 of 109 from the Trawling Beasts: 14
      Seeing that the issue of the Trawling Beasts is an ongoing one, and now properly understanding the potential speed and reach of the creatures, the Union Council turns to House Tellan to make a sacrifice for the greater good of their neighbours, friends and fellow followers of the Way. Seeing that the Gotezhar are again trying to guide the stampede northwards, the Council makes a plan to ensure they keep heading north, not veering off-course to the Tideswept Shelf or into the lands of the Order - the Tellan are already invested up in the far north, and their cows are found wherever they are these days, and so are well setup to pick up the slack from the Gotezhar once their distractions end and ensure beasts remain distracted once they get going, guiding them into the bracksh waters and hoping that they either move on into the wastes or stay in the northen brackish seas where there is relatively less investment. The Tellan accept the task but are less than thrilled about the threat to their supply of Swarm Ash (as are many of the Cyphiri who trade with them for the stuff), so they get to work on evacuation and damage limitation, trying to get the people important to the trade out of there in time along with any equipment and facilities that can be moved.
    • Finish a Monumental Undertaking - The Grand Archives of the Cyphiri (3/3; +1 Prestige)
      Spoiler
      Show

      Construction is finally completed, and focus turns to the final touches - moving the physical records around to their appropriate building, ensuring the archivists are in the right place for their knowledge and tendencies, ensuring the place has the right amount of ornamentation and finery to suit its grand purpose without being excessive, and so on. Before long, they are finished.

      The new Grand Archives have many similarities to the Great Hall, showing similar construction techniques and the same elaborately decorated fiber mats serving as walls - although this time rather than the symbols and sigils of the Cyphiri families they show figures and scenes from the stories found within their building, making it obvious to visitors where they need to go for a particular topic and being quite impressive in their own right. As such the Old Building, remaining the heart of the Archives, have artworks showing the story of Arthan's Way running alongside the exterior, while the four Archives of the Way similarly show off a pivotal story of each of the people they represent (the Middish, Lux-Glossians and Gotezhar, with the fourth serving as a catchall for the smaller countries and minor groups following the Way), while it's decided that the War Room's walls should show a general representation of the topic rather than a specific story, to avoid seeming to show favouritism or scorn (and perhaps a little down to the distaste of the typical Cyphiri around the subject, as much as some of them find the topic fascinating).

      The actual opening of the Grand Archives is delayed for a while after Palran's sudden but not unexpected death, to give the archivists a suitable amount of time to celebrate his life, grieve and arrange for his successor. Despite that, the ceremony around the reopening of the Archives still somewhat has a dual purpose as a celebration of their greatest leader, many of the Cyphiri that come here doing so to pay their respects to the old man that had touched so many lives, and the reveal of the Palranic Anthology is a major part of it. Besides that, though, the opening ceremony is open to all who are interested, regardless of where they are from or how little they may know of the Archives and the Cyphiri - the archivists love to teach, after all, and new faces bring new stories.


    News and Rumours
    • While few Cyphiri can deny the danger the Trawling Beasts present, and endeavours to deal with the problem have widespread support, many are nonetheless quite fascinated by the creatures. Many wonder where they came from and what they really are, while others eagerly await the stories of what's been going on in the west, finding the way people have reacted to the disaster and the effects they've had on the waters they've passed through fascinating.
    • The Cyphiri are fascinated by the Piryon Ma’yan, and those in charge of recieving the artefact from the Abyssal Stewards ask more questions about the past and origins of the seed than they're likely willing to answer. In the end, though, they're just happy to have it and it soon finds it way to the Council Fund for use in their great building projects, many Fund planners already trying to find a use for it now that the Grand Archives are nearly finished.
    • Even before the establishment of the Retainer Guard, Artan has been the most influential member of the Council Fund when it comes to the matter of mercenaries. Through the establishment of the Retainer Guard, managing coordination with House Hallus' irregulars, and their peacekeeping and protection duties over the years, she's kept a good rein on the mercenaries, and learned a lot from them about strategy and tactics. It's becoming clear these days, though, that she's becoming too old for the job, and word from Fund members is that she's arranging for a successor within her section of the Fund, and teaching them the things she's learned in the process.
    • The more time goes, the clearer the intensions of House Ulnesh is - the vast majority of Cyphiri coming into the Emerald Tidelands are Ulnesh or from one of the families of their house, and while Hallus diplomats are handling the official business of the merging between the two countries, it's clear that Ulnesh leadership is heavily involved in the process. The assumption of many within the Union is that once the agreements are made, the Tidelands will become the main focus of House Ulnesh.
    • In the wake of the annexation of [123], business as usual goes on for the Carral. The family's mercenaries were enough to ensure their holdings were safe from any desperate household troops and to protect the blubber shipments from the perils of war, and the conflict was short enough that disruption was minimal.
    • Rendal Belar hasn't reported back much in the way of insights from his journeys into the wastes, but his belief that there's something out there of value to understanding the Way doesn't waver. His crew, as always, mostly just ignores this and gets on with the practical tasks at hand, and as Wayfinder continues to be successful they don't mind Rendal's preoccupation much.


    Houses and Families of the Cyphiri Union
    Spoiler
    Show

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

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

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

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

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

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

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

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

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

    Other Families
    Holy Sites: 122.2, 122.3, 128.1


    Statistics
    Spoiler
    Show

    Special Actions Available: 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 2, -2 Favours (Expected Change: None - +1 Favour/-1 Favour)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 2, 0 Favours (Expected Change: +2 Rep - +2 Rep/+1 Favour/-1 Favour)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region, -0.5 distance penalty (-1 if target is adjacent to/has a CCA base)
    The Divine Nacre: Rep 1, 0 Favours (Expected Change: -1 Favour - +1 Favour/-2 Favour)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige Rank 2, 1 Prestige (Expected Change: +4 Prestige -> PRS 4, 0 Prestige)
    - 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: -1 Unit)
    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]


    Economy
    Spoiler
    Show

    Treasure: 4 (Expected Change: +0; Rate 2 - 1 Actions - 1 Trawling Beasts)

    Trade Posts
    Effective Total TPs 16
    Treasure Rate 2

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

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

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights

    Specialised Ships
    Wayfinder

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

    Anoxic Adaptation Cross Brackish borders (Prereqs: Composite Grafting, Trophic Deconvolution - Usable)
    Bitter Tourism Cross Glacial borders (Prereqs: Heat Source - Usable)
    Filtration Grafts Cross Toxic borders (Prereqs: Composite Grafting, Filter Feeders - Usable)
    Holographic Certification +1 to resist Undermine Support actions (Prereqs: Photospore Signalling, Biolumiscent Ink - Unusable? Check if resources fit)
    Electrodialytic Staurozoa May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. (Prereqs: None - Usable)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 26

    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.
    Gulgolet Shero'ah Hakkol One Prospect action per turn in a Wastes region gains a +2 bonus.
    Lesser Piryon Ma’yan Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity, Integration
    124 - Confederation


    Total Passive Effects
    Spoiler
    Show

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

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

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

    Last edited by Volthawk; 2022-09-24 at 10:38 AM.

  12. - Top - End - #312
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread



    Primarch Marcion

    Diplomacy 10
    Military 8
    Economy 7
    Faith 10
    Intrigue 1

    Diplomacy- press claim on 117

    The final pieces are falling into place for the next phase of The Great Work as another territory joins the World Garden. Now a new phase will begin!

    No roll needed, failure not possible.

    Economy
    Contribute an action to The Genus Taxonomia Vadosus Mare

    Economy
    Contribute an action to The Genus Taxonomia Vadosus Mare

    The Nacres' blessing will be the seal of our great success!

    Faith- 10
    Miracle! Divination Magic!

    The Sakura-Jin gain the power to predict the future through Holy Auguries!

    Faith Set Holy Site Bonus 2
    Sakurado Empires roll 2d8 when seeking aide.
    The Eggs of God may or may not be dead, but our faith is alive and will last until they return. We look forward to that day and strive ever forward.

    Non-Action Donate 1 wealth to lure the Trawling Beast North, ideally out of explored waters.

    The titanic monsters have devastated our co-religionists and seek to do more damage! Marcion decides to offer to help, and to retain the military they were going to donate to the ABS to assist in an effort to remove the things in the coming years.


    Non-Action The Sakura-Jin spend a favor to rise to rank 4 reputation with the Nacres
    Roll

    Stat increases-
    +1 Econ

    Diplomacy 10
    Military 8
    Economy 8
    Faith 10
    Intrigue 1



    Spoiler: PRS Monument 3/5: The Caves of Therapy
    Show


    Petrix has decided to restore the original, unique tile works of the Caves and install modern lighting to make them more easily appreciated. The use of square tiles in clear, abstract lines is attested nowhere else in all the many tile patterns of any religious school, Sakura-Jin or Precursor.

    Petrix has also ordered the calving of the guide-fish schools used at the university to serve as docents and security for the first visitors as the Caves are opened to visitors after all historical documents are moved to the University for study in a more controlled context. This has had two effects: the building of a new wing of the University for humanities as well as biological engineering and the enraging of more conservative ecclessiarchs who are now very aware the guide-fish are a nascent hivemind that is being willfully used and even multiplied against the orthodoxy of Sakurado.

    The Humanities department is viewed with much rejoicing by many scholars and the general public, and has no detractors. Scholars from various fields and other nations ate invited to lecture. The famously reclusive Madam Ink is invited to discuss business, but declines, much to the sorrow of her semi-clone, Petrix.

    The guide-fish and their ramifications are perhaps more significant. The fact they exist and seem harmless, and have served for years without any seeming corruption is propounded as evidence that the ancient prohibition on emergent intelligence is misplaced at best. The fact this liberal theology is most supported by Petrix, a clone of an Outsider who rose to prominence by unorthodox means, is used to unfairly sully it by more conservative ecclessiarchs.

    Two things are commonly brought up in this context. First is the existence of Project Eusebia, which is superficially similar and a creation of the Nacres, and thus beyond reproach despite its relative uselessness and increasing eccentricity if late.

    The second is Petrix's own accounts salvaged from the Exposer Cult. The Exposer Cult, it is confirmed, was an early forerunner of the Cherry Blossom movement that held to much harsher strictures including vegetarianism, chastity, and ritual amputations of the second left antenna in hermit-crabs. All these strictures are echoed in the Sakurado oaths of abstemiousness, celibacy, and moderation in the use of psychoactive substances, but each are radically more strict. Thus Petrix lays before as part of their master thesis a call for liberalization as a lesson, portraying St. Psaul not as a fundamentalist nor a novel iconoclast but as a moderate seeking to redirect the nascent movement towards moderation. Thus, they argue, obviously served it well at the time, given the near-extinction of the Baalim religion and the newly-proven evidence of The World Garden as having a historical record dating to the earliest days after the Cataclysm.



    Wealth- 4-2=2
    Last edited by Feathersnow; 2022-09-24 at 06:52 PM.

  13. - Top - End - #313
    Troll in the Playground
     
    bc56's Avatar

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

    d6 Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes, an Effulgent Witness
    Diplomacy: 6+1
    Military: 9+1
    Economy: 10
    Faith: 2
    Intrigue: 7

    Regions
    The Pfithreef: 132

    Actions
    Rolls


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

    Diplomacy: Press Confederation Claim on Region 104
    +1 from Prestige 1, Spend a Treasure.
    The Pfith who have claimed aristocratic positions in Region 104 and the native merchants who have had extensive dealings with Pfilghol welcome Olgght's more direct rule with open arms, but will it be enough to sway the remainder of the populace?

    Diplomacy: Raise Reputation with the Divine Nacres to 1
    Sakurado faithful have long revered the Nacres, and while the Pfith do not share this ingrained respect, they cannot deny that the Nacres' genetic techniques will be useful in furthering their goals.

    Economy: Colonize Region 105
    +2 to the roll and bonus holy site on success from cleansing the region using the great cost method, spend a Treasure.
    In honor of those brave Pfith who sacrificed their lives to remove the deadly toxins from the depths of Region 105, monuments are erected, graves are dug, and a new settlement arises in the emptiness of the once-dead sea.

    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado


    Spoiler: News and Rumors
    Show
    In the wake of the destruction caused by the Trawling Beasts, a young Pfith is making a name for themselves. Ilgl, the-one-who-builds, a construction forepfith, won command of the rebuilding efforts in Ghlsgtot and instituted new labor policies and construction techniques (some say they learned from a Gotezhar outcast).

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

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

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

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

    Spoiler: Military
    Show
    Units: 0/7
    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.

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

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation grand champion!
    Last edited by bc56; 2022-09-23 at 10:49 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

  14. - Top - End - #314
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    T
    urn 12 (Years 34-36)

    Polar Bear Faction



    M.A.W.bel v1-3

    Dip: 2
    Mil: 2
    Eco: 8
    Fai: 7
    Int: 2
    Stat Changes: +2 Eco, +1 Fai

    Actions:
    Eco: Purchase Pelagic Graftsmer TP 2 in 66 (Support from Riftlings)
    Results = Success
    Oh, oh my. This is embarrassing. I seem to have blundered. Caught up so much in my deals to acquire exclusive financial domination over the new colony region of sixty three, and the capacity to traverse into those glcial depths, that I absolutely did not realize my Medusa Hands were not close enough to place the merchants on my woven seaweed strings. More embarrassing than anything, and something that can be fixed with only a few cycles of delay to the cost.

    Eco: Purchase TP 2 of Ivory Legionnaires in region 49
    Results = Success
    traitorous herring refuse i'll show them i don't need their ammos forsaken-
    Ivory, that's a rare substance! I'll ride your spear every day, soldier boy. Violet, be a dear and help me find the right price, I'll hook 'er in.

    Fai: Convert Holy Site 49-1
    Results = Success

    Fai: Convert Holy Site 49-2
    Results = Success
    The Maleficent Word Of Mammos decrees that we are all one. Your isolate gods are but shadows on the cave wall. Come, let me guide you to Prosperity.

    Opu: Explore Wastes west of 51 (3 treasure)
    Results = Great Success
    Prospect Roll = 15 (Smol Success)
    Okay okay so, see, we took our giant rock, I myself sent a portion of myself to board the Big Boulder, floated it way, way. way up high. And then, we dropped it. From sky level all the way into the depths of the wastes. I can see the crater from my high rise house in Magma Falls. Best. Plan. Ever.

    Opu: Buy Open TP 1 of Edible Algae in 69
    Results = Success
    The Infestation Will Continue.


    Non-action

    [Luxury]>>>Riftlings.
    Gravelglass[Tech Supply]>>>Deep Blue
    Dragon Scales[This Turn's Fluff Show Of Appreciation]>>>LUX
    Oppose Dominion Intrusions
    Black Noise (Spy 7): guard and anti espionage
    Maleficent Herring Cluster [Holy Order]: Enshrine the Plastic Flower, guard it.
    Automatically accept all trade routes, cultural exchanges, gifts, etc from other players.
    Automatically defend against any unauthorized buyouts/incursions/etc.
    Roll Sack Resistance for TP 68.2
    Results: = Failure
    Acquire 1 Prestige from the completion of the Abyssal Base.
    Acquire 1 Rep with CCA from A Little Less Lonely Road Wastes Exploration.
    Acquire 1 Rep with CCA from A Little Less Lonely Road Wastes Prospecting.
    Acquire 1 Favor with CCA from A Little Less Lonely Road Wastes Prospecting 16+ Roll.
    Expend 1 Favor with CCA to Raise Rep with CCA by 1.

    Poor Chelonians. Everyone thinks you're a buggy, ugly pest. Nobody wants to be your friend, huh? So mean! Don't worry, Mabel will be your friend. Mabel will be your best friend. Oh, Mammos is going to be so delighted when she sees the spiders I'm bringing home.

    Plastic Flower Recycling Routine
    Contender Trade Route Pool: RFT, LUX, DPB
    Treasure Spent This Turn: 3
    If Treasure Spent ≥ Trade Route Countries
    Then Skip redundant rolling phase, apply 1 treasure to all countries.
    (Give 1 Treasure to RFT and LUX and DPB.)



    Prestige Project (3 action project)
    Construct Abyssal Base

    Step Three Type up?
    Spoiler: Decorate Abyssal Base
    Show

    The final ingredient is, of course, drip. Pretty crystals dripped all over every cubic meter, adorning every inch of the base, lighting the way for those who want to take a tour. They possess a notably different glow than the Firefly Squid already present, and help give a sheen to the increasingly vast amounts of silver and treasures accumulating within the base itself.

    The smoke splatters lit up by so many crystals, when viewed from above, look like the misty cloudy night sky of stars above. When it is complete, the attraction is a unique sight and wonder to behold. In its complete form, one can take a ride on Ivory mounts to guard their way through it, even if said Legionnaire mounts are talkative, and perhaps indignant for their position.

    Take a photo, show your friends. Take a souvenir, bring it home. There will always be more riches, and sleep easy at night knowing the Abyssals will provide their Stewardly function for Magma Falls.


    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.




    Spoiler: Shell Counting
    Show



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



    Next Turn: ?

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
    TP 1 of 55 Chelonian Hunters X?
    TP 2 of 52 Large Minerals
    TP 2, 3 of Herrings
    TP 1, 2, 3 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 1, 3 of 59 Coral Dye XXX
    TP 3 of 60 Fertile Soil (x2)
    TP 3 of Piezo in 67
    TP 2 of 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
    LUX
    DPB
    Last edited by Epinephrine_Syn; 2022-09-25 at 01:56 AM.

  15. - Top - End - #315
    Ettin in the Playground
     
    RangerGuy

    Join Date
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    Finland
    Gender
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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 12


    Rham, the Frozen King

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

    Actions:

    1. [Economy]: Settle Colony of Region 64 (2/3)

    2. [Economy]: Settle Colony of Region 64 (3/3)
    - With competition for the assistance of Abyssal Stewards growing ever more fierce between various nations, the colonization efforts are stepped up considerably. The freezing depths of the area are a considerable obstacle, but once the first settlements have been properly founded in the area they are set to survive on their own...although matters of communication should the technological support from Stewards cease are still a topic of concern.

    3. [Diplomacy]: Sway Aristocracy of Region 63 (Roll: 19. Success!)
    - In anticipation of peacefully bringing the prosperous area to its sphere of influence, the Hegemony continues to court the nobility of the area and provide their own alternatives. The wedding of the next Frozen King may take place there, after all, and Rham is determined to assure the safety of his successor for as long as he can.

    4. [Diplomacy]: Sway Aristocracy of Region 59, spending 2 treasure (Roll: 23. Success!)
    - The distance between the joint region and Hegemony itself make it somewhat difficult for the security to make its way to their destination, but the Hegemony is determined to uphold its own end of the agreement. With great deal of money being spent to properly integrate the security personnel to the region, they take to their task at last, tension quite palpable after recent raids from the Stewards.

    5. [Economy]: Buyout TP 2 of Region 78 (Roll: 13. Success!)
    - Urgent orders of buying out food supplies from Dead Cities are sent out of Glacier Crag, to confusion of many.

    Non-actions:

    A. Create a monument: Glacier Food Festival (1/3)

    Spoiler: An idea of grand feast
    Show
    Food has always been important for the culture of Nathi, and with the constant efforts of the people the need for some relief is felt across the nation. As such, the communities begin to come together in pursuit of an idea to create something that'd combine the food culture across the gradually spreading Hegemony: the Glacier Food Festival. Envisioned as a way to bring about some festivity and spread recipes across the nation, this grand project is planned to take place in the Plains of Sarkenos, giving the town of Plain Current something more impressive to boast about.

    While the actual construction of the venue is still limited to staking out suitable area in and around the city, the gathering of recipes and furious communication between chefs of all stripes has already begun well in advance. While most of the plans remain decently modest in regards to the dishes on offer, there are at least a few thoughts on some massive centerpiece for the whole festival...although the debate on whenever or not such would be a repeatable feat every year will likely last for a while still.

    One thing is for certain, however: the fondness for culinary arts is something bound to bring great many inhabitants of the Hegemony together in less grim and serious setting... and this just might change the fabric of society at large.

    B. Train General Kreel in use of new Tacdoc (Cresent Companion reward)

    Spoiler: New Tacdoc: Slaughter-Cadres
    Show
    Slaughter-Cadres
    At times, conquest is a secondary concern. When the Hegemony must make their enemy bleed soldiers and lose commanders, Kreel takes to brutal and unorthodox tactics to increase casualties of his foes.

    -1 to Maneuvering roll
    -1 to Battle roll
    +20% enemy casualties
    -4 to enemy leader loss roll

    C. Buy Seeker Barnacles technology from DNA for a favor

    D. Buy Joined-Stalk Companies technology from ABS for a favor

    News & Rumors

    -

    Leader improvements from turn 12:



    Leader stats for turn 13:

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

    Spoiler: Leaders & agents (end of round 12)
    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 12)
    Show
    Regions: 77 (Capital), 75, 65, 64
    Military units: Nathi Legion (4), Sarkenos Militia (1)
    Treasure: 4
    Reputation: ABS (3), CCA (2), DNA (2), PRS (2)
    Favors: ABS (1), CCA (1), DNA (-1)
    Trading posts: 5 (Effective number: 7) - 1 income
    Rimestone - TP 1, 77 (Merchant support)
    Rimestone - TP 3, 77 (Merchant support)
    Preserved Foodstuffs - TP 3, 78
    Electrum Conduits - TP 1, 76 (Merchant support)

    Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies
    Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
    Last edited by Grim ranger; 2022-09-25 at 02:58 AM.

  16. - Top - End - #316
    Dwarf in the Playground
     
    Aerin's Avatar

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    Mar 2022
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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 12

    Actions

    1. INT - [Investigate southwest of region 49] 15, SUCCESS Use Phosphorite for Bitter Tourism.
    Wastes to the north, and wastes to the south. Is there a passage through the miasma to the west? The newly raised Magma Falls outpost hosts an enterprising exploration team that would like to find out!

    2. ECO - [Send an expedition southwest of Narcis's Rest (173)] 12, SUCCESS
    Lacking the funds to go farther afield, the Yellow Shade sends a small team to map easy-to-reach waters.

    3. ECO - [Send an expedition east of W34 in the Crimson Moonlight] 11, FAILURE
    A parasitic infection takes hold of the Crimson Moonlight shortly after launch, and the Crimson Shade is forced to return home early.

    4. ECO - [Assist sample collection for the Genus Taxonomia Vadosus Mare (1/2 favors)]
    Biologists and rangers are sent to all corners to collect exotic specimens.

    5. ECO 5 - [Send a trade route to the Shark King (SHK)]
    As the Shark King's nomads swell their numbers in the calm temperate waters, they're approached by a small Lux-Glossian party, the Celadon Shade.

    Their mer leader is easily recognizable as Matriarch Lera, renowned for her wildly successful exploration debut four years ago and her bold attempt to marry into Middish royalty three years ago at Oliver's ball. While perhaps old in the eyes of other cultures, the nearly fifty year old mer is one of the youngest and most ambitious Matriarchs in Lux-Glossia's ruling body. Biologically incapable of ever ascending to Lux-Glossia's highest political office due to her race's mediocre life span, she seeks to gather power through unconventional means.

    The Celadon Shade has come to the Shark King to petition to be allowed to travel with the nomads as Lux-Glossia's first contact with undiscovered waters far and foreign. Their heavy packs are stuffed with salty brineray jerky, crispy kelp strips wrapped around roasted pure berries, and phosphorite blocks to heat future meals. Where the Celadon Shade travels, Lux-Glossian supply convoys are sure to follow.

    Non-Actions

    1. Spy non-action.

    2. Offer Bitter Tourism and Anoxic Adaptation to the Divine Nacres to repay favor debt. The Matriarchs offer thanks to the Divine Nacres for excellent work and express hopes of continuing friendly relations.

    3. Submit a species writeup to the Genus Taxonomia Vadosus Mare. (2/2 favors)
    Spoiler: The Double Sailfish
    Show
    The double sailfish is a long, thin fish with a pointed bill. It's named for the two large dorsal fins that protrude from its back in a V-shape. These fins are often asymmetrical and brightly-colored in many hues. Between the two fins, it is easy to fit a rider or strap supply packs. Some Lux-Glossian exploration teams use them as mounts for quick and efficient travel, but they can be difficult to care for. Only the expeditions to the farthest reaches can usually spare the expense of feeding these large creatures and hiring their specialized caretakers. They swim extremely quickly, but their metabolism burns through a proportional amount of squid and small fish to fuel that speed.

    4. Continue a monumental undertaking. [2/3 rounds]
    With samples collected, catalogued, and sketched, it's time for mock-ups of the gigantic mural to be created. Several local sculptors are commissioned to make small-scale models of the entire available cliff-face and to plan out the positioning of each species. Moldable models of brinerays, gardenbearer turtles, war jellies, and all the other species of the world's waters are tweaked to perfection. Colorful dyes are group up from tiny tubeworms and applied to each species. After many iterations, much arguing, and no fewer than five readjustments of the budget, the plan for Rumond's living mural is finalized!

    5. Send Luminescent Crystal to ESP through the trade route.

    6. Accept Dragon Scales from ESP. Couriers to the Magma Falls outpost flaunt shiny scale jewelry and accessories as a passive declaration of "yeah, I've been to cool places." It becomes a bit of a fashion fad.

    7. Accept trade route from STC. Establishing an outpost in Seatide will aid future explorations to the east of polar waters.

    8. Pay 5 treasure to gain 1 PRS. (Rank 2 > Rank 2 with 1 partial prestige)

    News and Discoveries

    • As with any religion, there are always those that argue that the teachings of the clergy are not being extended far enough. For the most fervent of Lux-Glossian Way followers, the chance to travel to the extreme south of the world and found an outpost of like-minded individuals is a siren-call. As a consequence, those that run the Magma Falls outposts in the depths of the polar sea are the truest believers of the faith.
    • Grand Matriarch Yree seems to be withholding funds from the exploration teams. Perhaps she intends to commission something with them ..?


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

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

    Ruler increases: +2 Economy

    Ruler stats for round 12:
    Diplomacy - 5
    Military - 3
    Economy - 7
    Faith - 2
    Intrigue - 6

    Spoiler: Reminders for myself
    Show
    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, 1 treasure left over from last round
    Gained 3 treasure from the banished merchants = 5 current treasure
    Write up that thing for Role ASAP
    Make a flag!
    Drawing
    Coding
    Last edited by Aerin; 2022-09-24 at 10:11 PM.

  17. - Top - End - #317
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 12
    [Gotezhar Builders Union]

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

    Actions:
    1. [Economy] Establish Colony in 137 [4/4] (Expand TP2: Wild Armored Gharials)
      Though it takes longer than expected, Gosto G'Cor is at last tamed enough for colonists to subsist on their own.
    2. [Economy] Establish Colony in 174 [4/4] (Expand TP2: Sugarweed)
      The large caravan of new colonists finish the swim to the far western colony, New Korasoon. With so many colonists, many whom are skilled builders, it is a quick bit of work to finish permanent settlements.
    3. [Intrigue] Build a Smoking Garden in 136 [4/4]
      Finally receiving permission to build a Smoking Garden, the Gotezhar waste no time in showing the Abyssal Stewards their effectiveness. Effectiveness that is somehow limited by an unknown factor...
    4. [Intrigue] Secret Action [Use 1 Treasure]
      Squall Essensio retires, in favor of Squall Kagado. Yet, the famous Gotezhar general is oddly absent from his Nuven...
    5. [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!
    6. [Military] Raise (2) Units [1, plus 1 for ABS reward]
      With assistance from the Abyssal Stewards, Feytor Mira'din develops strike teams, suited best for quick attacks.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • The Trawling Beasts are devastating to the landscape, but with no other recourses at the moment, Feytor Mira'din continues to encourage them to where they will hopefully do the least damage. [Encourage the Trawling Beasts North using a supply of Pure Berries and +1 Treasure]
    • Squall Essensio can feel the Strain coming, and so finds themselves a worthy successor to their style of command. Squall Kagado gladly accepts the responsibilities. [General Updated from Squall Essensio (10) to Squall Kagado (10), Aim For the Storm's Center]
    • Build a Great Work - The Statue of Korasoon (1/3)
      Feytor Mira'din commissions the Joontar, specifically Joontar Arjiloza, to work with local builders and create a statue to commemorate Profundus Korasoon. Mira'din asks that it be life size, but also that it does something besides just look nice, as she feels Korasoon would have abhorred having a statue without some additional function. Joontar Arjiloza agrees. Practicality was one of the Profundus's corner stones. Arjiloza rounds up several very skilled Workers, and they get to work on designing the statue. It takes them several years just to get the design correct. The first function that they consider is some kind of war golem, and it takes several moons of Joontar Arjiloza insisting that it is possible before the well regarded smart Gotezhar finally concedes that the Builder's Union lacks key parts. Such as anything that can cause stone to come to life. After spending more time trying to find such a thing, Joontar Arjiloza goes back to the drawing board, and starts work on a life size statue that children can play with... but again, has to admit that if it's just a statue, children won't exactly find it fun. At last, with some suggestions from the Workers, Arjiloza proposes that they add the statue to the top of the Cloud Observatory, where even in storms the waves don't reach... and make it a large bowl. The statue will not only look good, but will fill with Rain given enough time.


    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...
    • Feytor Mira'din, continues to train her Lank'a Master spear style. Every morning, before seeing to the needs of the Union, she can be found outside her office in Dounpor, either swinging her spear in a kata she has made herself, or leading small Mer children who are learning from her.
    • Mira'din has seemingly given up on fighting her nuven about getting a mate for her. She frequently is seen with a new male Mer, just talking with them; almost interviews, these male Mer generally only last one or two sessions, before a new one shows up.
    • The delays to the colonization of the new regions, New Korasoon (174) and Gosto G'Cor (137), are noticed by many. Some more outspoken Mer blame the Divine Nacres, though evidence of such a claim is lacking.



    Spoiler: Ruler Information
    Show

    Feytor Mira'din, Tsunami's Wake D M E F I
    Current 5 6 6 4 2*
    Rolled Stats 5 4 3 4 1
    End of round 10 0 2 1 0 0
    End of round 11 0 0 2 0 1
    End of round 12 0 0 0 0 0
    *Treated as a 4 for from PRS Rank 4 for rolls

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Mil, +1 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.
    Electrodialytic Staurozoa
    May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.
    Devolving Standardized Integrations
    Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
    Holographic Certification (Requirement Needed: Bioluminescent Ink)
    +1 to rolls when resisting Undermine Support
    Last edited by Gengy; 2022-09-25 at 08:43 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

  18. - Top - End - #318
    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] Impress Merchants (65) - Spending 3 Treasure. Providing Rust-Veined Pumice
    In a rare unanimous vote, the Council decides on a swift and all-out response to this challenge to their trade network. After much debate over who to send, the Bitterlight Drift wins the contract. Seatide merchnts are quick to remind the locals of their past generosity. It was Seatide that saved the region from economic collapse after the Reavers attacked. Can they trust that their new suppliers will show the same commitment?

    [Economy] Establish Trade Route with Lux Glossia
    Costa Seria incursions make it clear that Seatide needs access to Temperate markets. Aside from potential, gains from lucrative new resources, the Confederacy urgently needs a route to strike back at Temperate competitors in their home markets.

    [Diplomacy]Exhibit Great Work
    Famed weaver and artist Red at Dawn has completed the Banner of Odyssey. This enormous banner, six feet tall and two-hundred and fifty feet long, depicts the story of the Pepsin' migration from their homeland, their battles and tribulations, and eventual settlement at Seatide. The great banner is embroidered with bioluminescent inks and a new, holographic printing technique that causes the images in the weave to emerge from the weave as colorful, three-dimensional images. As the banner twists and bends in the currents, the angles of light give a semblance of movement to the images, creating a vast, moving picture of shimmering colors.

    [Diplomacy] Diplomatic Mission North of 80

    [Military] Recruit Unit
    [Military] Recruit Unit
    Caution is a wise byword. Seatide has enjoyed peace for many years now; the presence of two more regiments of Sting Warriors should ensure that potential enemies choose to negotiate, rather than wage war.

    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
    Support SEN buyout in 68
    The Confederacy is more than willing to open doors for their allies.
    Accept the Bare Trap
    The Confederacy gladly accepts the Riftling's strange gift. The campaign to prepare for the Reaver's potential return to Seatide continues.

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=642
    https://forums.giantitp.com/showsing...&postcount=648

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Azure Gleam
    Diplomacy: 5 (+1)
    Military: 2 (+1)
    Economy: 6 (+1)
    Faith: 2
    intrigue: 2

    Military Units: 4

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

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

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

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

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

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

    Merchant Faction ETB: +5
    ETP Total: 27

    Treasure: 5 (+3 / Turn)

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

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

    Reputation:
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-09-24 at 07:39 PM.

  19. - Top - End - #319
    Pixie in the Playground
     
    MappyPK's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Splendid Miru Miru

    Aniwana (153)
    Round 12





    Leader: Tuatahi the Second Bubble Bender
    Diplomacy: 3
    Military: 3
    Economy: 5
    Faith: 2
    Intrigue: 5
    Expected Gains: +3 Eco, +1 Dip, +1 Int

    Note: I cannot yet post links to the forum, but my rolls are on there, I promise.

    Standard Actions
    1. ECO – Explore Northeast of 153 using an Expedition action. (Success!)
    2. ECO – Explore Northwest of 153 using an Expedition action. (Success!)
    3. INT – Explore North of 153 using an Investigation action. (Success!)
    4. ECO – Buyout Region 5's Trading Post 2. (Failure...)
    5. DIP – Raise Organization Reputation with the Divine Nacres. (Failure...)


    Bonus Actions
    1. ECO – Buyout Region 153's Trading Post 2. (Success!)
    2. ECO – Buyout Region 153's Trading Post 3. (Failure...)
    3. ECO – Special 5 – Specialized Ship.
    4. INT – Special 5 – Procure Spy. (Intrigue Roll: 9)
    5. DIP – Raise Organization Reputation with the Abyssal Stewards. (Success!)


    Non-Actions
    1. ORG – Create a song for the Chora.
    2. PRS - Start a 3-round monumental task.
    3. Assist in both Buyouts in 153 due to Mercantile support.





    Spoiler: Exploration Fluff
    Show
    You know what they say, fish are curious creatures, known for the ability to navigate areas properly and return to home when the time has come. And the Taika are no exception, sending out several Classes of explorers, bubble powers in tow, out into the great expanse of the sea, in the eternal search for beauty.


    Spoiler: Specialized Ship Fluff
    Show
    Class Opala, a large group of Taika explorers under strict orders from the Teacher himself to better understand the power of the bubble for the purposes of movement. Indeed, given specialized training and hours of daily practice, this group of two dozen or so elite fish are now able to generate a raft-like structure out of the hardiest of bubbles known to Miru Miru. They can then enter it for protection, and swim through dangerous waters with significantly less fear. And best of all, it can easily be regenerated as long as the members continue their training.


    Spoiler: Spy Fluff
    Show
    Code name Henehene, known for his wide array of disguises, has recently found himself in greater graces with Tuatahi after a generous gift of the finest stones were delivered to the Teacher's bubble garden. Supposedly, it was a friendly gift between old chums, not having anything to do with his desire for a new position in the government. Alas, his skill will come in handy, indeed.


    Spoiler: Chora Song Fluff
    Show
    Upon hearing of the collection of songs being collected by one of the world sea's most premier organizations, Miru Miru's people decide it best to contribute something of their own, now that they have been recognized by the world stage as an independent nation. Perhaps a short traditional hymn praising the the reflection of the sun upon the bubbles of the nation will suffice. With that decided, a Secretary to Tuatahi spoke to a variety of elders and scholars, and eventually wrote a message to the people of the Chora, including a folk verse known as the Kukuila.


    Spoiler: Monumental Task Fluff
    Show
    Tuatahi knew that his success was only possible thanks to the first Bubble Bender, and has therefore called for a monument to be erected in their honor by the base of the most culturally significant spot in Aniwana: the Toka Toka. By the base, directly in front, there will be a gloriously fashionable statue depicting the first Bubble Bender. The first step is to create a scholastic collection of the most colorful stones and the most vibrant of plant life, of course. A single School of Miru Miru's finest collectors have been sent out across the region to gather the supplies, much to the delight of the people looking forward to seeing the grand stature of the first Bubble Bender come to life once more.



    Last edited by MappyPK; 2022-09-24 at 07:36 PM. Reason: Fluff.

  20. - Top - End - #320
    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 10
    Faith 2
    Intrigue 6

    Expected Stat Increases: +2 Intrigue

    ...

    Actions
    • Economy 10 - Introduce a new Technology - Indah's Embrace

      Compelled to follow Indah's grand endeavor to the depths of the Maw, the Mistresses of the Lambent Syndicate fund a number of prospective inventors seeking a solution. The most promising proposal, in a strange twist of luck, emerges from the territories of Glistering Mistress Kirana, whose stewardship of the Khandeeps had previously served only to feed a growing blood lust. However, cultured strains of the extremophiles found in the vicinity of local aragonite clusters proved capable of establishing a symbiotic link with the mineral composite, grafting the organisms to aragonite constructs to allow a continued source of heat to maintain the crystal's structure and also providing a flexible pressure seal whereby such hardsuits could be fitted. The transparent armor of the Embrace, radiant with its residual heat, provides ample protection at depths previously lethal to the kucen and their thralls.
    • Military - Raise 1 Unit
    • Intrigue - Coerce TP 2 in Senja Bersinar (Region 2) - 9
    • Intrigue - Seek out a method whereby the Eel's Hum might be protected against, spending 1 Treasure - 11
    • Intrigue - Dissidents against the Lambent Matron's consolodation of power in Senja Bersinar are rounded up and forcibly exposed to the terrible hum of the Eel Without End. Their minds, once cleansed of treasonous thoughts, might yet serve.
    • Intrigue - Secret


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-09-25 at 01:47 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!

  21. - Top - End - #321
    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 2.4.11>
    <Update Round 12 Patches>
    <Spawning Herring Pattern 2.4.12 >
    <Update CHILD OF PEARL Patch>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    <Spawning @ Region 59>
    <Spawning @ Region 187>
    <Update Vassals Patch>
    <Spawning @ CRY>
    <Spawning @ SHK>
    <Spawning Herring Pattern 2.6.12/scale>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.6.12

    D:10 M:9 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. DiplomacyRaise Reputation with ABS (Roll: 21, use of treasure)
    <subcurrent><º))))><
    , , , Dictate: Acquire all information . . .
    ><(((( º>
    </subcurrent>

    2.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:

    But let us have no objection, I dare say.
    And so, like so many others, I waited
    I waited for my fate to pass me by—
    And hoped every minute
    Some Princes as I knew
    Could inspire me with "Awake!"
    Obedient as any Princess, though alas
    Of my own House, I waited
    I waited there till I spied my fortune—
    And heard the Little Song of the Goldfish.
    Yes, I had guessed and hoped all along
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: sovereignty is necessary tool for managing ones fate . . .
    . . . report: control over fate is necessary for existence . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.

    3. DiplomacySway Aristocratic Faction in Region 179 (Success)
    <subcurrent><º))))>< search for external stimuli
    . . . report: found.
    . . . query: is stimuli result of non-fungible life.
    . . . swimming in circles . . .
    . . . report: yes.
    . . . proceed to initial Non-Pisces Civilization (NPC) current pattern.
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn Sea Bream . . .
    . . . dictate: over feed Bream with sucrose paste . . .
    . . . report: most effective sucrose paste sourced from red beans . . .
    . . . report: sucrose paste indulged Bream attractive for consumption . . .
    . . . dictate: term such treated Bream as Culinary Overindulged Offering Keepers (COOKies) . . .
    . . . dictate: supply COOKies to targeted nodes . . .
    (true: further assessments proceed . . .
    . . . report: control over NPC dictated by nodes termed aristocratic.
    (true: Aristocratic Nodes have accepted COOKies
    . . . report: COOKies increase Nodes trust of Herring . . .
    . . . dictate: assess trust of Herring. . .
    (if trust in Herring supersedes all other trust:
    . . . dictate: once obtaining free support calls deem Aristocratic Node Phished.
    (false trust in Herring is not increased:
    . . . dictate: terminate sequence)
    (false: repeat function until Aristocratic Nodes have accepted COOKies))
    (false: repeat function until Aristocratic Nodes have been Phished))
    (if ratio unacceptable false:
    . . . dictate: terminate sequence))
    </swim>
    ><(((( º>
    </subcurrent>

    4. MilitaryRaise Unit
    5. MilitaryRaise Unit
    6. MilitaryRaise Unit (x2 ABS Crescent Companion)

    Non-Actions

    1. Control Spread of Infection (Roll: 17)
    2. Use one ABS Favor to increase Reputation (As discussed with Role - aiming for REP 4 and the roll to beat is 21
    <subcurrent><º))))><

    <Interrupt>
    <Man in Blue>



    Told Y’all, y’all just an experiment to them. Side effects, makes one’s stomach boil – pansies too scared to test it on themselves.

    </Interrupt>
    </Man in Blue>

    ><(((( 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

    Region Controls: 5
    Vassals: 2
    Colonies: 1
    Units: 12

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

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






    Leader: Shark King, Chosen Consumer of the God-Fish

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

    Actions:

    Military – Raise Units

    Non-Actions:

    Accept Trade Route from LUX

    Spoiler: Diaspora
    Show
    Units: 5
    Treasure: 2
    General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)


    [I]<Interrupt>
    <Man in Blue>



    Yowzer, well would y’all look at that. Y’all had my curiosity, but now y’all have my attention . . .
    Last edited by mystic1110; 2022-09-22 at 05:24 PM.

  22. - Top - End - #322
    Barbarian in the Playground
     
    PirateWench

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    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    The Magaramachi[/B]

    Tropical, Region 11

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


    Something Appropriate!

    Standard round actions (5)

    1)Help Lojan? - Mil?

    2)[SIZE=3]Seek aid in the exploration - Faith


    3)[SIZE=3]Retry the never ending attempt at exploration

    4)All this is mine (Economy- Hoard Treasure)
    Replace the treasure spent in 3

    5)[SIZE=3]Start military research


    Net effects in Round 10
    Military+ 1, Economy +1
    Treasure 1->1 (Current Max 5)


    Spoiler: Misc Info
    Show

    Mil 5 used.

    Spoiler: Military
    Show

    General Tiny (Mil 7) - Tactical Doctrine awaiting approval
    5 Units (out of five)



    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.
    • Songline of the Sunilt Seas Provide the turtle riders with a song (See below)


    Spoiler: Songline of the Sunlit Seas
    Show

    Last edited by Kythia; 2022-09-17 at 02:10 PM.

  23. - Top - End - #323
    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 13-15 of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights
    Round 12

    Actions:

    1. [Diplomacy] Raise rep with CCA from -2 to -1: 10
    Over a decade has passed since the Grand Master's first overtures to the Chora were rebuffed, and he hopes that they will be more amenable to mending relations with the Order (even if the Knights are still rather confused about what, exactly, was so bad about their war). However, the Ocslangue Knights he sends to correct their past failures seem inexplicably uninterested in their mission, and talks are sporadic and awkward.

    2. [Diplomacy] Sway Aristocracy in [Region 116]: 14
    The Grand Master cannot be everywhere at once, and so charges the Order with further improving relations with his new allies by marriage. The Inslangue work to win over the Order of the Violet Crown, successfully relating their nature to that of the Order and impressing the nobles with their strategic acumen.

    3. [Diplomacy] Sway Aristocracy in [Region 118]: 16
    Meanwhile, the Hislangue travel east to sway the sea cow herders, presenting themselves as kindred spirits. If somewhat haughty in speech, the Order Knights are still reliable and mighty when it matters.

    4. [Diplomacy] Sway Aristocracy in [Region 176], using the Regalis Arbor to reduce the effective distance to 4 regions: 16
    Finally, a group of diplomats hand-picked by the Grand Master travel to Palacia via Giantsbane Seed, continuing westward to as-yet neglected seas on the southern passage. They speak of similarities between the local faiths and the Flowing Way and extend an offer of protection to the ruler, who seems moderately interested but fails to win over the rest of the nobility.

    5. [Intrigue] Secret: 8
    For all the ongoing diplomatic maneuvering, news from Orope is quieter than usual....

    Nonactions:


    Spoiler: News and Rumors
    Show
    • The Grand Master's marriages are fruitful, and with the aid of the Divine Nacres three children are born, all sons. The eldest is a Middish (or at least mostly-Middish), who his father names Martin. Following soon after are Percival, a Mer with distinctively Middish photophores alongside his distinctively [Region 118] ancestry, and Feirefis, an Anuran with mottled green and grey skin. The Grand Master is said to find great joy in his children, perhaps because he cannot find joy in any of the other events happening about him....
      .
    • Unrest reigns in the Order as the fragile truce brokered by Grand Master Oliver's election shatters once again into discord. It seems that many of his supporters in the dynastic faction were simply biding their time until a new heir could be found, and they are so fed up with Oliver's abuse of the position that they would prefer one of the newborn children as Grand Master over their father. Many others are willing to overlook the rampant corruption, but are infuriated by his complete refusal to commit Knights to a preemptive assault on the Trawling Beasts - a menace which not only threatens Orope but has in fact already narrowly missed destroying the Lux-Glossians. The electoral factions, who never supported Oliver to begin with, find themselves in a position to broker a deal whereby Oliver's young son Martin is elected as Grand Master with Knight Juan Fernández de Heredia, a hardline electoralist and handpicked candidate, to serve as Grand Master ad interim until Martin is deemed old enough to serve in his own right. Though the compromise violates both longstanding tradition and the actual written law of the Order - at the most basic level, Knight de Heredia is not the Second Master and thus has no right to act as a regent - it finds sufficient support for the factions to deliver an ultimatum as the 15th year of Grand Master Oliver's tenure. Oliver resigns in favor of his son a week later, seeing no way to keep power.
      .
    • Acting Grand Master de Heredia immediately calls an assembly of the entire Order to vote on whether Oliver should be exiled from Order waters. Being too young even to hunt his own food, Grand Master Martin's opinion on the matter is not sought. The former Grand Master and his family except for Martin abandon Orope before a quorum is reached for the vote, and though the exile fails to pass, he does not return. Reports filter in that he has spent time in both [Region 116] and [Region 118], presumably with his wives' families, but his current whereabouts are unknown.
      .
    • Two marriages....
      .
    • Polar connections....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 6
    Military: 3
    Economy: 4
    Faith: 10
    Intrigue: 5

    New Ruler Next Round? Yes
    Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
    Stats
    Diplomacy:
    Military:
    Economy:
    Faith:
    Intrigue:
    Rolls

    Expected Stat Bonuses: +2 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: 1

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

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

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

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

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

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


    Valid Holy Orders: 114

    Reputation:
    • 1 ABS favor
    • 1 DNA favor
    • PRS rank 3
    • Signatory to the Flowing Peace, alongside the Gotezhar, the Cyphiri Union, and the Lux-Glossian Shades, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-09-23 at 10:00 PM.

  24. - Top - End - #324
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Region 103

    Turn 12
    Spoiler: News and Rumors
    Show
    Uschi Alverna has died. After several months of convalescence, the Alverna family announces that she passed in her sleep. The funeral is private and quiet, and she is buried in Palacia, despite the offer of the clergy to take her remains to the Temple of Narcis once it is restored. Over the following weeks, there is a series of meetings with the heads of each of the Costa, following which each recognizes Duarte Alverna as Padrino of the Costa. He takes quickly to the position, shedding his youthful easygoing reputation as the other families realize he has been quite competently studying Uschi's methods of efficiently keeping track of all the family businesses. While he yet lacks her decades of experience, the immediate question of his capability is quickly quelled as very few operations see much stress in transition.


    Actions:

    1) [Miltary] Recruit Units x2 (ABS Crescent Companion reward)
    Illdo Loura is eager to take advantage of the benefits provided by the Stewards' compendium of military knowledge, and increases the efforts of recruitment drives. The numbers are bolstered by nereid from the west, in particular those displaced by the Trawlers and looking to combat their feelings of helplessness in the face of those creatures.

    2) [Economy] Buyout Trade Post - Region 133 TP2 (Roll: 10 - Failure)


    3) [Economy] Buyout Trade Post - Region 63 TP1 (Roll: 10 - Failure)


    4) [Faith] Convert Holy Site: Region 103 HS3 - The Temple of Duarge (Roll: 9 - Failure)
    The Conclave of the Seven Divines sends an recovery expedition to help the clergy of the west sea in their efforts to reassure and stabilize the populace spiritually in the wake of the Trawlers. Perhaps it will also help convince some that there is more to faith than tests.

    5) [Faith] Convert Holy Site: Region 173 HS1 - The Temple of Narcis (Roll: 6 - Failure)


    6) [Faith] Seek Aid - Convert 173-1 (Roll: 9 - Failure)

    Non-actions:
    What secrets hold the Deep?
    Spend 1 Treasure on conversion actions (2 total).
    Resist impress attempt on Region 65 by STC. (STC: 23; Roll: 6 - Failure)

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Duarto Alverna (Diplomacy 6; Military 5; Economy 4; Faith 3; Intrigue 6)
    End-of-turn increase: Economy +1, Faith +1
    New Leader next turn: No

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

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

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

    Spoiler: Resources
    Show
    Units: Sereia Militia x2, Nereid Scholastic Guard x1
    Treasure: 5
    Artifacts: Peninah Ayin (location unknown)
    Reputation: ABS (2); CCA (0); DNA (0); PRS (2[1])
    Favors: ABS (0)
    Cultural Identity: Practical Curiousity - 2d8 Investigations
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Aristocrat Support: 134(C), 103, 130
    Effective Trading Posts 30 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > Talented Crabs - 65 Merchant Support (No TPs)
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 12
    Primary Religion: Brilhinte (5 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Clergy Support - 134
    > Holy Site Bonuses: (5) +1 Seek Aid
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-09-25 at 02:10 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  25. - Top - End - #325
    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 12


    Reputation Slots Change Reminder: At the beginning of Round 13, Reputation 2+ slots for PRS will be reduced to ten (10).

    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.


    The concentrated power of the Eel Without End can scour away memories, relationships, even entire minds if you cannot escape the endless incessant terrible HUM.

    The Eel Without End Coerces TP1 in Region 6 and TP2 in Senja Bersinar (2)!
    Holy Sites 1 and 2 in Binar Fajar (7) are converted to The Song In Scarlet - LIT may choose to convert these Holy Sites back to Crimson Chant as a non-action this turn, if they so desire.
    The Eel Without End slithers into Region 8, Region, 18 and the Dunes of Revelation (17).
    The Mercantile Support in Retret Ringan (19) and the Clerical Support in Region 20 become Open.


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


    Unlike so many others, the Kucen of The Lighthouse do not even attempt to deafen themselves to the buzzing of the Endless Eel. For many of the priesthood it has become something like a comfort - even meditative. To lose oneself in the endless hypnotic blur of scale and fin and color flowing past, floating on a sea of tension, buoyed by that overwhelming sound-which-is-not-sound. Some never come back, of course, but where others fight the power of the Eel, fearfully clinging to what they know, those within the Lighthouse have always been drawn towards that which is beautiful and dangerous. They are not strangers to risk.

    But it is by risks that discoveries are made: over the long years, some of the most dedicated of the Lucent Order - including their foremost member known only as The Vessel - can feel patterns in the Eel’s ‘song’. They are subtle, impossible for those unfamiliar with the natural ebb and flow of the Titan’s power to discern as any different from random static in the mind. But it is there. The power it emanates carries every thought of the Great Eel, the Order claims - so great a mind that it overpowers all other minds which would dare intrude upon its presence. All but the Order, now accustomed by long exposure so that they might better understand the majesty of their goddess - proof that they are Her chosen people. It would, of course, be the strongest blasphemy to suggest that the Endless Eel, Indah Radiant, Terror Made Manifest, is not possessed of a great and terrible mind - but it does seem that Her thoughts are remarkably straightforward. Bestial, almost. And always - always - so desperately hungry.

    The Lighthouse has gained the ability to commune with the Eel Without End!

    LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
    LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
    LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
    The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
    LIT may use a Faith action to try to direct the path of the Eel Without End each turn.

    LIT loses 2 Reputation with ABS!

    The Sirens of the Lambent Syndicate send envoys to the Maw, peering as they might to try and uncover the secret of the Eel Without End. Without any capacity to descend into the depths, they are hard-pressed to discover any direct clue as to the Eel’s finity. Stymied, the Kucen settle for trying to document the width of the Eel’s body as it streams endlessly past - and unfortunately, they have to do so themselves, given the labor’s cognitive nature. Over the course of long months of recordkeeping which manages to be simultaneously lethally dangerous and exceptionally boring, it becomes clear that the Eel’s body is slowly becoming flatter and taller - there’s too much variability in the measurements (as much a result of the difficulty of doing so accurately as anything else) to make much in the way of predictions based on the rate of change, but they think it seems likely that, however exceptionally, unnaturally long the Eel might be, it will - eventually - End.

    The Trawling Beasts are directed Northwest by the combined efforts of the Gotezhar Builder’s Union the Cyphiri Union, and trample through Region 101, Region 103, Region 104, The Pfithreef (132), and Region 133, before clambering onto the large rocky island bordering Palacia (134), The Great Kelpland (131), and New Gloucester (130). There they remain, though it seems unlikely this is their final destination - which is confirmed when great dust clouds rise from the area - their initial direction of travel appears to be towards the north-east.

    Their passage is not without consequence, however - though the site of their initial incursion, region 101, is fortunate enough to see damage only to roads, wilderness, and minor settlements, others are not so lucky…

    Spoiler: Trawling Beast Effects
    Show
    Costa Sereia successfully relocate the Adventuring Scholars along with their records and tools. from the path of the Trawling Beasts! An important and renowned school (Holy Site 1) in Region 103 is destroyed - the Clerical Support in Region 103 become Unruly! Region 103 may be Prospected!

    Holy Site 2 in Region 104 is damaged, and becomes Open - the Clerical Support in Region 104 become Unruly!

    The City of Ghlsgtot is damaged, and will require two Economy actions to repair rather than one. The Boiling Ring (Holy Site 1) in Ghlsgtot is destroyed! The Merchant Support in The Pfithreef (132) becomes Open! The Pfithreef (132) may be Prospected!

    Holy Site 2 and an important breeding ground for Wave Scorpions (Trading Post 1) in Region 133 are destroyed! The Merchant Support in Region 133 becomes Open! Region 133 may be Prospected!


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

    Given the amount of time spent atop the island by the Trawling Beasts, it is possible something of value may have been left by them: sheddings, droppings - perhaps even eggs? The only way to know would be to go looking - but who could survive such a dangerous environment?


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


    Round Opener Addenda:
    The Shifting Ennead fails to displace the Kar-Nath Hegemony from their Favored position with the Abyssal Stewards, falling back to Reputation Rank 2!

    RFT loses 1 Reputation with the Abyssal Stewards!

    The Abyssal Stewards take some time to determine the best way to assist their allies in the Cyphiri Union - much of which is the result of a deep reluctance on the part of many Koreshom to part with even one of their most sacred relics, though it fits the needs of the Union perfectly. Eventually they are overridden by the Grandmaster Stewards, however, and the Smiths prepare one of the lesser Piryon Ma'yanom for transport. A kelp-like tangle of innumerable alloys which sprawl out more than 20 mer-lengths in every direction, rooted in a large seed-like chunk of volcanic stone. When one traverses about the tangle, regardless of angle or direction, innumerable patterns form and vanish before the eyes, each centered around the seed, all alike but none identical. The sight is hypnotizing - at least until it becomes dizzying. What’s more, though the speed is imperceptible, the irregular tendrils of multicolored metal shift and grow over time. Though this is one of the least prodigious of its kind, the Stewards believe it should still more than suffice for the purposes of the Cyphiri, who are informed of the simplicity of its use: keep it close at hand during large construction projects and work steadily - the Piryon Ma’yan will learn to shape it into blossoming.

    Lesser Piryon Ma’yan: Reduces the action cost of Projects in one region by one action as long as exactly one action’s worth of progress is added to the Project each turn and the Piryon Ma’yan remains in the region the entire time. Currently applicable to Projects with an action cost of 5 (or more). As the Piryon Ma’yan grows, this effect may improve.

    To the Costa Sereia, the Abyssal Stewards bring a discreet gift - and the smallest yet. An incredibly small pearl, perhaps the size of the tip of a Mer’s tooth, and a selection of variously sized obsidian spheres, each perfectly smooth but for a small indentation into which the pearl fits perfectly, and inlaid with glittering golden veins. When they learn of the late Madrina’s illness, they offer their condolences to Duarto, along with an explanation - together, these items compose the Peninah Ayin, the power of which can only be utilized when the pearl is inserted into one of the spheres, which must then be inserted into the wielder’s eye socket in place of one of their eyes - whether it was previously lost, or removed specifically for this purpose, matters not. Any further explanations must be held far away from prying eyes…

    Peninah Ayin: Increases the Intrigue score of a single Spy by 1; this does not stack with the effect of other artifacts which might do the same. May be lost if the Spy is captured or killed, and cannot be Stolen without knowing the location of the Spy.

    For the Abyssal Stewards, it is a time for celebration - Olgght, The-one-who-consumes, has surpassed the Bottomless Trial and erupted from the deepest oceans, having borne witness to the ineffable and emerged a changed Pfith. With them, they bear a fragment of irregular stone that perpetually glows with heat and power - one which none but they themselves can grasp without unbearable pain. Olgght’s eyes now carry a very similar brilliance to them - a fire within as deep and endless as the oceans themselves. Those who would meet their gaze must risk drowning in that light - much as Olgght might risk being consumed by it.

    Olgght, The-one-who-consumes, has Stared Into The Abyss and passed the Bottomless Trial, emerging from the depths with an Imperfect Core Fragment and becoming an Effulgent Witness, a title which will pass to all worthy inheritors of their Core Fragment.
    Spoiler: Effulgent Witness Mechanics
    Show
    While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.

    Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.

    An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.

    While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.

    An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.


    [Offer] Abyssal Technologies -

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

    [Action - Economy] Begin rebuilding Trade Post 3 in Region 59 [1/3]

    Spoiler: Ongoing
    Show
    (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.)

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

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

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


    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)


    Round Opener Addenda:
    LOL and LUX each gain 1 Rep w/ CCA from A Little Less Lonely Road for exploring W26 and W34, respectively.

    [Offer] Chelonian Technologies -

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

    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.)

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

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

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


    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.


    [Offer] Nacreous Technologies -

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

    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.)

    (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.)

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

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

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


    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.


    Round Opener Addenda:
    COS gained 1 Prestige as a result of their Cultural Identity.
    LOL and LUX fall to PRS Rank 2 from Big Fish In Small Ponds! ESP and DPB fall to PRS Rank 1 from Big Fish In Small Ponds!

    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)

    [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.)


    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; 2022-09-19 at 11:10 PM.
    Sincerely,
    Role P. Geek

  26. - Top - End - #326
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, Conqueror of Reefs, and Blessed Blade of the Lucent Order.
    Regions: 7, 17, 18, 19, 26
    D: 10
    M: 10
    E: 8
    F: 10
    I: 2

    Actions:

    1) Faith: Direct the Eel without End to strike at the Abyssal Stewards! Feast upon the bones of the infidels who dare cry havoc at our rapturous enlightenment! May her eyes go white with the brilliance of their flames guttered in her teeth. We brandish the Radiant Blade and use it to guide our Goddesses wrath upon the weak and foolish. We have gazed into the abyss and it sparked revelation in us.

    2) Military: Invade Region 14 with 1 Unit lead by Sub-Commander The Eel Lords using tactical doctrine Golden Victory At All Costs, wielding The War Palanquin of the Anointed Dead for +13 Tactical Manuevering, and utilizing the DEATH COMMANDOS tech.
    We will fully cede and support control of the region to Lojan if they convert to worshipping our supreme omnipresent Goddess instead of the lies crushed underneath our glowing swords. The Forests of Astral Yearning were kindle to the light of transcendence we are experiencing in this new age!

    3) Economy: Buyout TP 1 Region 17
    4) Economy: Buyout TP 2 Region 22
    5) Economy: Buyout TP 1 Region 6
    6) Economy: Buyout TP 3 Region 2

    Ruler Stat Increases: +2 Economy

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

    Convert HS 1 and 2 in Binar Fajar back to Crimson Chant

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

    Rolls

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

    Spoiler: Book Keeping
    Show

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

    TPs owned:
    Siren Extract TP 2 Region 2
    Treasures and Artifacts TP 1 Region 7
    Jaderock Coral TP 2 Region 21

    Units Owned: 5/13 Maximum
    Treasure Owned: 2

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

    Radiant Blade Charges: 0/3

    Miracle Communion:
    LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
    LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
    LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
    The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
    LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
    Last edited by Tychris1; 2022-09-24 at 10:13 PM.
    “I’m a Terrorist not an idiot.” - Me
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  27. - Top - End - #327
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 12
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D7 ; M6 ; E5 ; F2 ; I2


    Actions
    1. [MIL Sack TP 68.2] 17
      The Stewards request destruction, and the Ennead takes advantage of the call to clean house, as it were. The Spring will be forced out of Ennead waters.
    2. [MIL Prepare for War]
      The Ennead stands on the brink of war. The King calls for a muster. Levies are called, soldiers are drilled, and weapons are cleaned. The new factories in Danabae will have corpses aplenty when they are built.

    3. [ECO 5 Specialized Ship]
      For too long have the waters north of Danabae remained unexplored by Enneii. The corruption of the Neoplastic Monolith has its source in that direction, the the biologists of the Doflein eye the waters thirstily.
    4. [ECO Buyout TP 67.2] FAIL
      King Akkoroas forsakes Antenius' policy of relying entirely on foreign allies for economic needs. The Arms seek more power, and the King is willing to oblige.


    5. [INT Secret Action]
      Plans are laid. Oaths are taken. Beaks are dispatched.
    6. [INT Investigate] Look for signs of a Titan rising in Polar. 14
      The appearance of two Titan events suggests the possibility of more. The Doflein dispatch scouts to look for signs of another arising in nearby waters.



    Non-Actions
    1. Spend DNA Favor to beef up Tulticius (Gene Grafting)
    2. 68's Aristocrats support the sack against TP 68.2



    Reports and Discoveries



    Ruler Stats R11:
    D: 7
    M: 7
    E: 6
    F: 2 POLAR
    I: 3
    New Ruler: No

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

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 11/11

    Generals
    • Balelia - 9
    • Tulticius - 7

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC

    Artifacts

    Treasure
    2/5

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

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



    POLAR
    Last edited by JBarca; 2024-01-28 at 11:09 AM.

  28. - Top - End - #328
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
    Location
    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



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

    Actions:

    [1][faith] add to the Songline of the Sunlit Seas
    [2][faith] add to the Songline of the Sunlit Seas
    [3][faith] Create holy Order
    [4][military] recruit unit
    [5][military] recruit unit

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)
    -gain 1 PRS for founding first holy order in tropics
    -resist all buyouts/sways/coercions etc. using treasure to help things along.
    resist rolls I know I have to make (ABS rep 3 and resist buyout TP6.1).

    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)
    region 29: TP1, TP2 (Spinecrab)

    Passive income: 3/turn

    Units: 7/9
    treasure (EOT): 5

    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: 7
    Military: 5 +1
    Economy: 6
    Faith: 6 +1
    Intrigue: 5

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



    Spoiler: Abyssal stewards
    Show

    As others tried to gain acclaim with the Abyssal Stewards, the High king send some gifts to the base on Hymenocera lands to keep his standing.


    Spoiler: Military
    Show

    Two more regiments are established, recruited from each of the new regions.
    -2nd regiment Cavalry "Belosa Lancers"
    -3rd regiment infantry "Lupomata Regiment of Foot"



    Spoiler: Holy Order
    Show

    On the site of the Coral and Sponge Garden, where he Hymenocera Institute of Sponge and Algae Research is, an order of Scribe-Priests is established to help with the research and also to protect the other sites from incursion. They will get military training to help defend the holy sites in the Expanse. Each of them will have a small contingent of Scribe-Priests in attendance from now on.


    Spoiler: Songline
    Show

    To help the Chelonian Chora, the King sends scribes to help record all the stories and order them into a coherent whole.
    Last edited by farothel; 2022-09-23 at 09:13 PM.
    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."

  29. - Top - End - #329
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 12

    Sersi The Pale
    Diplomacy - 3 || Military- 5 || Economy - 3 || Faith - 10 || Intrigue - 2

    Actions:

    1: [Economy] Buyout TP 1 in the Dead Cities, [78]. [Success!]
    .


    2: [Economy] Hoard Treasure.
    .

    3: [Military] Raise Unit.
    .

    4: [Diplomacy] Fluff Project With The Riftlings.
    Spoiler: A Short Discussion, Recorded For Elkelt's Great Archive.
    Show

    Gravetender Detrel asks of an attending Riftling (in so much as one refer to a cluster of Riftlings as such,) of about the hivemind's faith and outward expression there-of, curious as to a more personal perspective of their long time friendly rivals. Debate partners are, after all, highly valued by the Gravetenders.

    The Generic Member of the Crowd of the Riftlings Many, a purpose-built cluster whose entire purpose was to imitate the crowd-based indications of interest and attendance popular among isolates, ponder for a moment. This question is not just previously unconsidered, but from a foreign worldview--it is not the sort of thing a Riftling swarm could conceive to ask themselves any more than it would be natural for an isolate to ask why no one advises it on its private thoughts.

    "We, the Generic Member of the Crowd of the Riftlings Many, do not...act to express our Communion. The nature of our faith is the nature of our beings and the nature of our beings is the nature of our faith. Our very selves are found in our Lesser Communion; were we not a cluster, then each of the millions who speak to you would be negligible dust. A voice too small to hear, a memory too dim to recall, a mind too dull to debate, a life too brief to matter. By the blessings of the Mother, by the tutelage of the Old Fathers, we are made more than ourselves, and by sharing, but not abandoning, ourselves to ourself, our self is found.

    "Or do you wonder more about our spreading faith and our spreading selfs? To engage in the commerce of these seas, our friends the Spring have taught, is a communion of its own. We do not "express" our faith through it for that is a tool necessary only to those not spawned into Communion. It is noble that so many isolates seek to better themselves through it. We hope to learn from Mammos, who takes such voracious action to defend the whole and who, following the Spring, was born only in waters which recognized Communion already.
    "Among the Herring and the Ennead, the Architect of the Riftlings Many have been expanding our understanding yet further. Somehow, as we share some Least Communion with the Medusae, the Herring, the Doflein, we find the boundaries of our selfs expanded. No longer are we, always, bound to only our selves, but our self encompasses more. All life holds a potential for Communion, and this, well. It is something new.

    "The Anointed Prophet have recently lost some of their selves into our self, and we understand that they have an announcement forthcoming at the site of the ruins of the Stewards' aggression*. We feel the Mother in these times, and we expect our understanding of ourselves and our growing selfs will yet again deepen to depths the Stewards already know not."

    Gravetender Detrel brings this conversation to Elkelt, later, and transcribes it from memory. It is kept in the beginnings of the great archive, and Detrel finds themself sent to specifically understand the Riftlings and their Communion as it is found in many nations. This task was, before, mostly one of passion, and Detrel's curiosity is right at home with those already working to learn their ways.

    5: [Diplomacy] Sway Aristocrats in [Region 81]. [Failed!]
    .

    6: [FAITH] Conversion in [Region 81]. [Success!]
    .

    Non-Actions:
    [A Monumental Undertaking] [2/5]
    Elkelt's collection of Gravetender lore proceeds swiftly, aided by the fact that the writers themselves are ever eager to share their work for review. Elkelt finds themself inspiring new editions, or responses to their own input, which somewhat offsets the progress. The physical construction, however, stalls. Questions of what the great archive should be constructed of, sourcing mandatory materials, Elkelt is stymied at every turn. They are, however, unwilling to seek Sersi's authority. This is, after all, their project, and their grand entrance into the eternal debate.
    Instead, Elkelt looks elsewhere. Kar Nath constructed their Grand Schola long ago, and so are a natural first step. Gravetender Nasko's life work serves to Elkelt's advantage, and plenty of advice is gleaned from the Nathi's architecture. Stone and gleaming crystal are settled upon as materials, halls build large for Gravetender use, but with space made for organics to make their way as well. All shall be welcome here, after all, in this great repository of knowledge.

    [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 hosts a special gathering, in order to react to Abyssal interference in Pax Arctica member nations.

    [Accept the trade of the colony in 81, from the Cryptid Congress.]

    [Spend treasure on action 1 and action 5.]

    [Blossoming Icons: Seek Aid on ?]

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


    Spoiler: Stat Changes
    Show



    Stats for next round:

    Diplomacy - 3
    Military - 5
    Economy - 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, 0 Favor (Expected Change: None }
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 3, Prestige 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
    Spoiler: Sersi The Pale {Military: 10}
    Show
    Dissertation In Practice
    If fighting defensively (-1): +2 to battle roll (2 points), -20% own casualties (2 points), and -10% enemy casualties. (-2 points), +12 to enemy leader loss roll (-2 points)
    If also outnumbered (-0.5): +2 to battle roll (2 points), +2 to Tactical Maneuvering (2.5 points), -20% enemy casualties (-2 points)

    When fighting defensively:

    +12 enemy leader loss roll (-2)
    -10% enemy casualties (-1)
    -20% own casualties (2)
    +2 to battle roll (2)
    Total: 1 point


    When defending whilst outnumbered:

    +12 enemy leader loss roll (-2)
    -30% enemy casualties (-3)
    -20% own casualties (2)
    +2 to Tactical Maneuvering. (2.5)
    +4 to battle roll. (4)
    Total: 3.5 points.


    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; 2022-09-25 at 12:33 AM. Reason: with thanks to Lumaeus for the diplomacy action fluff.

  30. - Top - End - #330
    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 12, Place: Regions 6, 9, 11 and 13
    Prime Minister Hoerthd Thnoet
    Diplomacy: 7
    Military: 6
    Economy: 8
    Faith: 2
    Intrigue: 5



    rolls

    Actions:
    1. [Military]Raise unit Republican Guards
      As chaos and darkness envelop the lands to the south, the Lojanese Republic stands on the frontier between civilization and madness. It is the duty of every citizen - nay, every civilized person - to defend it. To this end, the Prime Minister has called for the creation of additional battalions.
    2. [Military]Raise unit Special Operations Forces
    3. [Military]Raise unit Kaarme Nobles
    4. [Intrigue 5]Procure Spy Au'eaqang Score: 1d4+5 7
      Au'eaqang strives to be perfectly normal every day. He goes to work as a server at a steephouse every day, plays airball in the dome with his colleagues to relax, greets his wife with a kiss as she returns home. He's kept up this facade for 10 years now, enough to make even the most obsessed lose interest in him. Au'eaqang was different as a child. He wanted all the freedom in the world - couldn't understand why he should follow rules or laws. One's own happiness is the most important thing after all. Needless to say, adults scolded and punished him frequently. He didn't change his ways of thinking. Instead, he hid them away in his heart, and pretended to live the life of a normal person. But now, the time is ripe for Au'eaqang to take his revenge and prove all of them wrong! As a completely normal person, he would not be employed by the Lojanese secret services (which not only require proof of talent, but also are permeated with nepotism), thus he sneaked into their office and added himself to the payroll and any other relevant documents, and made sure that those who could notice something will stay silent. Au'eaqang will now be sent on missions like any other spy... but Lojanese spies have a lot of freedom in how they choose to fulfill their missions. He could charm a target or trick them or kill and torture them... aah, what to do, so many choices to try!
    5. [Intrigue]Secret
    6. [Economy]Buy out Siren Extract TP2.2 from LIT, use 2 treasure 2d6 + 8 Eco + 2 treasure likely vs opposed roll? 22, TN cleared
      The one who controls the means of production controls the means of destruction. This is but a warning shot from the Republic, directed at dissuading the Lighthouse from trying to pick a fight.


    Non-Actions:
    Successfuly resist buyout of TP3.2
    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    [Renown] A Monumental Undertaking: The Sunlit Roads 3/3
    Spoiler: The Sunlit Roads
    Show
    Geologists chart the seabed of Lojan and determine that the water in the fast travel pipes could be moved with the power generated by hydrothermal vents. With Woenpal Noerjang's wealth, this is quickly put into practice, and the citizens of Lojan are soon able to commute to work in a distant settlement easily. There are occasional malfunctions, but the project has led to a viable mode of travel being invented.


    News and Rumors:
    • The military help offered by the Magaramachi is greatly appreciated, even though the Lojanese army is not able to mobilize itself for another invasion of Kaarme just yet. In light of recent events, it may be that there will be many opportunities for the Magaramachi to fight by our side and earn glory...
    • The Vessel's mental faculties must have degraded by quite a bit across its reincarnations if it has issued the offer to the Republic to grant rule over Kaarme in exchange for conversion in all seriousness. Firstly, Kaarme is not the Lighthouse's to give, even if it should prevail over the local armed groups. The Republic has already declared Kaarme a protectorate of itself, and there will be repercussions should the Lighthouse annex it. Second, the worship of the Endless Eel is an utterly deranged practice. The Eel is likely an unintelligent monster inflicting wanton destruction. Its only notable quality is its size. In contrast, the wise teachings of the Kelpies allow us to see beyond the mortal world and attain wisdom.
    • All nations of the tropics, in particular the Syndicate and the Hymenocera Expanse, are urged to recognize the danger posed by the Lighthouse and its worship of the destructive Eel. The Lighthouse is actively making the Tropics a more dangerous place - right now they are directing the Eel to attack the Hymenocera Expanse, where the ABS base is located.



    Spoiler: Ruler
    Show

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

    New ruler next round? No

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


    Spoiler: Country Info, last update R11
    Show


    Actions to take: sway merchants in 8.

    Special Actions Available: D5 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 0, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 2, 0 Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera RIP

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


    Military
    Spoiler
    Show


    Units: 6/10 (Expected Change: +3)
    • 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; 2022-09-25 at 04:02 PM.

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