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  1. - Top - End - #361
    Troll in the Playground
     
    bc56's Avatar

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    Question Re: Empire 7: Into the Depths

    Pfilghol

    Ilgl, The-one-who-builds, an Effulgent Witness
    Diplomacy: 3
    Military: 5+1
    Economy: 5+1
    Faith: 3
    Intrigue: 1

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

    Actions
    Rolls

    Military: Recruit a General: Sigska, The First Commander
    TD: Just Do Better: +2 to battle.
    Sigska was a veteran of the war against the northern neighbors. What they saw changed them. The Pfith way of warfare was ineffective, made mockery of by better-organized local rabble. They would change this. They seek to improve the Pfith war machine, and turn the warriors who are no more than thugs or hunters into real soldiers. In their own words, "Winning is simple. We just have to do better."

    Economy: Settle Region 105 [2/2]
    With aid from the Stewards, construct a new Holy Site
    The settlements in the Toxfall Gorge are completed with help from the Stewards to set up, on a small scale, the cleansing heat they offered for the region as a whole. This allows villages to spring up, harvesting the newly discovered Rotweaver Worms.

    Economy: Rebuild Ghlsgtot [1/2]
    For too long, Ghlsgtot was allowed to languish in squalor after the Trawling Beasts attacked it. Ilgl begins the rebuilding process after half a decade of wait.

    Diplomacy: Attend Event: OASIS
    Spoiler: Subactions
    Show

    Give Razor Current Netting to MIR in exchange for Bioluminescent Navigation
    Give Supermarine Artillery to STC in exchange for Traveling Scholars


    Military: Raise a Unit
    Hostilities still smolder against the northern neighbors. The new commander Sigska stirs up more warriors to his goal of taking that region once and for all. This time, they will be trained and disciplined combatants.

    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado

    Prospect Results in 105: Set resource to Rotweaver Worms (3 TPs)


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

    DNA 1:

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

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
    Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
    Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
    Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.

    Spoiler: Military
    Show
    Units: 5/9
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
    Military Technologies:
    Supermarine Artillery
    Razor Current Netting

    Spoiler: Economy
    Show

    Treasure:
    4/5
    +2/round
    Trade Posts Owned:
    Luxurious Hides: 101.1
    Shiv'rchins: 104.1(S)
    Kalask Venom: 107.1 (S)
    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; 2022-11-05 at 08:34 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

  2. - Top - End - #362
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 14 (Years 40-42)
    Polar Bear Faction



    M.A.W.bel v1-9

    Dip: 2
    Mil: 2
    Eco: 10
    Fai: 9
    Int: 2
    Stat Changes: +1 Fai

    Actions:
    Eco: Prospect 61 Spend 1 treasure, DNA +1 Success
    Eco: Ship Action: Explore west of W22 Success Prospect Follow Up
    Eco 10: Mamomachines:
    No requirement. Perhaps one of the basic techs.
    Mechanics: Treasure is enhanced when you spend it.
    Or
    When turning over ruler, you may add +1 to Eco. The combination of this addition and the dice roll itself is capped to 4.

    Dip: Attend OASIS Event
    Faith: Convert 61 Site 1
    Faith: Convert 61 Site 2

    Success for both sites

    Eco: Explore south of 47


    Non-action

    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.
    Specifically defend against the Sacking of our prized North Pole.
    Support buyout of TP 1 in Region 60 by COS.
    Receive the Crimson Moonlight Ship from LUX (remember to read up on the fluff of the Crimson Shade next turn).
    Gift Mamomachines to CYP, GTZ, MIR, KNH, LUX
    Receive Bioluminescent Navigation from MIR
    Receive Filtration Grafts from CYP
    Receive Anoxic Adaptation from GTZ
    Receive Bitter Tourism from LUX.
    Would give to the RFT, but they refuse.


    Fail the Anti-Sack roll against the SHK, the city has been [flavored].


    Plastic Flower Recycling Routine
    Contender Trade Route Pool: RFT, LUX, DPB
    Treasure Spent This Turn: 5
    If Treasure Spent ≥ Trade Route Countries
    Then Skip redundant rolling phase, apply 1 treasure to all countries.
    Treasure Spent ≥ 3
    Therefore
    Give 1 Treasure to all Trade Route Countries.



    Spoiler: Shell Counting
    Show



    Treasure: 8/15
    Passive Treasure Income: +3
    Costs -5?
    Explores +1

    Next Turn: 7

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Resource (Immortal Jellyfish) XXX / ESP / Open / City(ESP) (x2)
    TP 1 of 49 Ivory Legionnaires
    TP 2 of 52 Large Minerals
    TP 2, 3 of Herrings
    TP 1, 2, 3 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 3 of 60 Fertile Soil (x2)
    TP 3 of Piezo in 67
    TP 2 of 66 Graftsmer
    TP 3 of 71 (Dragon Scales)
    TP 1 of W22 (Unblemished Wreckage)

    Merchant Supports
    Region 51, 57, 58, 60, 63, 66, 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; 2022-11-06 at 08:26 AM.

  3. - Top - End - #363
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 14
    [Gotezhar Builders Union]

    [Feytor Mira'din, Tsunami's Wake]
    Regions: 138, 128, 136, 137, 139, 174, 141

    Actions:
    1. [Economy 5] Create a Trade Route with the Lojanese Republic
      Having found a skilled merchant from the Lojanese Republic, Feytor Mira'din spends time frequently with Woenpal Noerjang. It is not long before it is an open secret that the two are courting, and the Gotezhar approve. Noerjang steps in to guide the Merchant Caste, and encourages the development of a Trade Route between Dounpor and Sheade.
    2. [Economy] Buyout [Mineblossom Sponge] from 130 TP3 (Roll: 17) [+2 Support]
      With their recent consolidation into The Monheganist Regime, the former McTavish Industries members might need funds more than trade. Woenpal encourages the Merchant Caste Gotezhar to make inquiries to see if this is true! Certain parties seem amenable to the deal, but there is a pocket of resistance within the new Regime that disagrees.
    3. [Military] Raise a Unit
    4. [Military] Raise a Unit
      While the recent battles were, in their own way, victories, the losses of life are still keenly felt. In order to best protect to people from any repercussions, additional Squalls are trained.
    5. [Diplomacy] Build a Reefback Nursery in 174 (4/4)
      There are many benefits to having a Reefback Nursery in New Korasoon, the least of which is assisting in further projects in the area.
    6. [Diplomacy] Attend Event: Oceanic Advances in Science International Symposium
      Spoiler: Event Sub-Actions
      Show
      • Trade Region 141 for the skilled expertise of the Spy, Rella Lestar (Int 9)
      • Gift LUX control of the former ruler of GWC, Speaker Meriel Swiftwater
      • Trade MIR [Bitter Tourism] for their [Bioluminescent Navigation]
      • Trade ESP [Anoxic Adaptation] for [Mamomachines]


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • The Trawling Beasts... [Encourage the Trawling Beasts east towards the trenches in 142 using a supply of Pure Berries]
    • Cultural Identity: send Costa Sereia [Holographic Certification] in exchange for support of a buyout {130, TP3}
    • Accept a Cultural Exchange with the Lojanese Republic
    • Build a Monument - The Statue of Korasoon (3/3)
      Anonymous Researcher 32 Joontar Arjiloza was distracted in recent years by the Oceanic Advances in Science International Symposium, and while they did not outright ignore all other projects they were nominally in charge of, they did request multiple continuances on the overall timelines for 'reasons due to advancements in science requiring additional research'. The Statue of Korasoon, that is to be placed upon the top of the Observatory, finally starts to come together shortly after the conclusion of the Symposium. Expert glass workers from Colownya are brought in, stone masons from Ezcorher find the finest of marble from near Dounpor, and whatever else is needed can be brought from the Gathering Tide Warehouse. Multiple Profundus - with their expert water manipulation - assist in helping the workers to assemble the large globular open topped bowl around the Statue of the Gotezhar's former leader, and also remove contaminants from inside the bowl. Arjiloza oversees everything, and ensures that the bowl is sealed against the waves, having already calculated that it would take an angry heavenly storm of hurricanic proportions to have even a drop of seawater enter the statue's bolya. When it is all done, atop to the Cloud Observatory now sits a monument to the being who helped bring the Observatory itself to completion. The Statue of Korasoon is complete, and Feytor Mira'din promises that it's carefully gathered waters will be shared with all members of the Gotezhar Squalls: a reward for those whom complete meritorious service.


    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... The most recent Reaver attacks have only renewed their interest in discovering the cause. Feytor Mira'din, however, seems to be very silent on the matter. Considering that her biological father was slain so many years ago by the original Reaver assaults, her silence is in it's own way, telling.
    • While attending the Exquisite Gala, Feytor Mira'din met an interesting Mer merchant, from the Lojanese Republic, by the name of Woenpal Noerjang. Mira'din and Woenpal spend years together, and at last - to the surprise of no one who has been paying attention to them for more than five minutes - the two are wed. Around the globally recognized year of 42, Feytor Mira'din has three children; an omen of fortune to have triplets! All three are healthy boys, and in order of age, are named Saroon'din, Kora'sin, and Huurjan'oak. Saroon'din is named heir to the title of Feytor!
    • The recent victory against the Greenwater Clans is enough to forestall further ire from the Gotezhar, but the suspicion that they are the cause of the Trawling Beasts does not go away.



    Spoiler: Ruler Information
    Show

    Feytor Mira'din, Tsunami's Wake D M E F I
    Current 5 9 7 5 3
    Rolled Stats 5 4 3 4 1
    End of round 10 0 2 1 0 0
    End of round 11 0 0 2 0 1
    End of round 12 0 1 1 0 1
    End of round 13 0 2 0 1 0
    End of round 14 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Dip, +1 Mil, +1 Econ


    Spoiler: Book Keeping
    Show

    Units: (7 / 15)
    General(s):
    - Squall Kagado (Mil 10) [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

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

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

    Special Ships:
    Tipsy John

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

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

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

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Razor Current Netting
    +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold
    Supermarine Artillery
    +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Bitter Tourism
    The user can now cross Glacial borders.
    Filtration Grafts
    The user can now cross Toxic borders.
    Electrodialytic Staurozoa
    May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.
    Devolving Standardized Integrations
    Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.
    Holographic Certification (Requirement Needed: Bioluminescent Ink)
    +1 to rolls when resisting Undermine Support
    Last edited by Gengy; 2022-11-05 at 08:08 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  4. - Top - End - #364
    Dwarf in the Playground
     
    Frostwander's Avatar

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    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia - Merchant Marine
    Region 134 - Palacia
    Region 103 - Taifre Mandala

    Turn 14


    Actions:

    1) [Diplomacy] Attend Event - Pending
    Spoiler: Subactions
    Show
    Trade Supermarine Artillery tech to Splendid Miru Miru in exchange for Bioluminescent Navigation tech.
    Accept 1 Treasure from The Riftlings Many, payment for services rendered.
    Give Razor Current Netting tech to Lux-Glossia in exchange for a future favor.


    2) [Diplomacy] Sway Merchant Support - Region 117 - Pure Berries for Preservatives Import(Roll: 16 - Success)
    One hand offers gifts and aid...

    3) [Economy] Prospect Region 103 - (Roll: 13 - Success: 1 TP)
    Scavengers, prospectors, and others continue to sift through the Scar in the Mandala.

    4) [Economy] Buyout Trading Post - Region 60 TP1 with Support (Roll: 20 - Success)
    Once again the costa look to buy into southern markets. This time, they seek to export fertile soil from the Riftlings' sea floor.

    5) [Intrigue] Coerce Trading Post - Region 117 TP 2 (Roll: 15 - Success)
    ... the other firmly grasps the net.

    6) [Intrigue] Investigate the cause of Unruly Aristocrats in the Glacier Crag - Region 77 (Roll: 20 - TN Unknown)

    Non-actions:
    What secrets hold the Deep?
    Receive Holographic Certification tech from the Gotezhar (Cultural Exchange).
    Support the Gotezhar buyout of Region 130 TP3 (Merchant Support).
    Spend 1 treasure each on Sway action and Prospect action (2 total).

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Duarto Alverna (Diplomacy 6; Military 5; Economy 6; Faith 5; Intrigue 7)
    End-of-turn increase: Diplomacy +1, Economy +1, Intrigue +1
    New Leader next turn: No

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

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

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77)
    Trade Routes: The Gravetenders (78)

    Spoiler: Resources
    Show
    Units: Sereia Militia x4, Nereid Scholastic Guard x1
    Treasure: 3
    Artifacts: Peninah Ayin (location unknown)
    Reputation: ABS (2); CCA (0); DNA (0); PRS (1)
    Favors: ABS (0)
    Cultural Identity: Practical Curiousity - 2d8 Investigations
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Aristocrat Support: 134(C), 103
    Effective Trading Posts 27 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > Talented Crabs - 65 Merchant Support (No TPs)
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 12
    Primary Religion: Brilhinte (5 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Clergy Support - 134
    > Holy Site Bonuses: (5) +1 Seek Aid
    Civilian Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation, Anoxic Adaptation, Electrodialytic Staurozoa, Mitochondrial Regulation
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2022-11-05 at 08:24 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  5. - Top - End - #365
    Ettin in the Playground
     
    Tychris1's Avatar

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    Default Re: Empire 7: Into the Depths

    The Lighthouse



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

    Actions:

    1) Military: Invade Region 15 with 1 Unit led by The Tarnished Lamplighter (Sub-Commander) utilizing Death Commando Training and Golden Victory At All Costs tactical doctrine, Route 17 to 15.

    2) Military: Invade Region 22 with 2 Units led by THE EVERSCINTILLATING GOLD FIN, utilizing Death Commando Training, The War Palanquin of the Anointed Dead, spending 1 Treasure, and utilizing Golden Victory At All Costs tactical doctrine. Route 24 to 22

    3) Economy: Prospect Region 30 for THE RUSTPLAGUE SOURCE! Spending 1 Treasure and with Aid Sought

    4) Seek Aid in Prospecting Region 30

    5) Economy Special 10: Invent New Technology, RADIANT SPHERES Proposal
    RADIANT SPHERES
    Requirements: Indah's Embrace Technology, Gems, Photospore Signaling
    Effect: Access to Depth 2 Regions

    Building upon the personal-sized designs of the Indah's Embrace technology the gang leaders and fanatical thugs of the Lighthouse have expanded the crystallian-based technology into small house-sized projections. Dimensions fitted for small crew operations, with storage space for both weaponry or civilian tools, and a refracting system utilizing the artificially enlarged gem base structure to light the path in the deep darkness. When utilized in combination with Indah's Embrace these mass-produced synchronized vessels can attain unseen depths.


    6) Diplomacy: Attend Oasis Event
    Event subaction: Trade RADIANT SPHERES to Kar-Nath Hegemony in exchange for Mitochondrial Regulation
    Trade RADIANT SPHERES to Seatide Confederacy for their non-dynastic tech Traveling Scholars

    Rolls

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

    Use Cultural Exchange to gift RADIANT SPHERES technology and Photospore Signaling technology (Pretty sure I did this already months ago but just writing it again so someone notes it) to LSD

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

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

    Spoiler: Book Keeping
    Show

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

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

    Units Owned: 3/14 Maximum
    Treasure Owned: 2

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

    Radiant Blade Charges: 0/3

    Miracle Communion:
    LIT only takes 5%/10% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    LIT is not affected by the increased effective region count for distance losses and distance penalties where the Eel is present, and regions where the Eel Without End is omnipresent only count as 1 additional region for the purpose of distance losses and distance penalties for LIT.
    LIT’s Supports will not become Open in regions where the Eel Without End is omnipresent.
    LIT may attempt to shape what the Eel Without End converts Holy Centers to when it enters a region for the second time.
    The Eel Without End will not Coerce LIT’s Trading Posts unless those are the only Trading Posts in the region.
    LIT may use a Faith action to try to direct the path of the Eel Without End each turn.
    Last edited by Tychris1; 2022-11-05 at 10:00 PM.
    “I’m a Terrorist not an idiot.” - Me
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  6. - Top - End - #366
    Troll in the Playground
     
    mystic1110's Avatar

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

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale>
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.8.13>
    <Update Round 14 Patches>
    <Spawning Herring Pattern 2.8.14 >
    <Update CHILD OF PEARL Patch>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    <Spawning @ Region 59>
    <Spawning @ Region 179>
    <Spawning @ Region 187>
    <Update Vassals Patch>
    <Spawning @ CRY>
    <Spawning @ SHK>
    <Spawning Herring Pattern 2.10.14/scale>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.10.14.

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


    <Herring>
    Actions:

    1. Intrigue - Stare Into The Abyss in Region 80 (with treasure, roll: Success)

    DPB is approached by the Hearthmost

    . . . Report: You have damaged my systems . . .
    . . . Report: Pain to be avoided . . .


    <Interrupt>
    <Man in Blue>



    The swarms of herring seem to convulse as the Man in Blue takes over

    Quit y'all bellyaching and whining. Every fine heifer gets a brand, and every grit and tough sum'o'bitch gets burned. Y'all tough y'all can take it.

    Turning to the Hearthmost.

    Now, what y'all looking for here

    Upon being told the qualities, the herring seem to smirk.

    Little pious aren't y'all. I am man of God now, that no lie, but I'm not the man y'all looking for. Neither are they. But here's the secret. They aren't real - they are a blank slate from where me and my kind emerge. Y'all want a good little soldier. A righteous paladin. I got the gal for you. . .

    The herring burst into activity and strings rearrange and hectic programming is accounted for.

    </Man in Blue>
    </Interrupt>

    No, not interrupts, but chivalrously passes the floor

    <Lady enters>
    <Hats off>




    The herring speak.

    Howdy y'all. Don't mind him. The Man in Blue is a jaded fellow. Defensive, but he means well. Now seems like y'all in a bind. You need help cleaning up after these titans and making sure everyone gets their dinner? Sounds like womans work and I'm the woman for y'all. You may call be The Lady in Pink

    <Hats on>
    <Lady Exits>


    2. Diplomacy - Raise Reputation CCA (Roll: 18)
    3. Economy - Expedition into an unexplored Wasteland, left of Region 56, using Tin Can, and for benefit of A Little Less Lonely Road (Roll: 16)
    4. Military - Assist Defending Region 84 with a Sub-Commander, 1 unit and Memetic Reprocessing (as such tech is approved)

    DPB has been convinced by a certain person that its play with CRY is a game of pseudo-sexual self-exploration and it is using SEN to feel something that it has heard described by Isolates as the ‘little death’ – as such it is sanctioning SEN’s action on what it considers itself while at the same positioning some of its mass to face the insertion and to die – giving itself the experience of a death drive, something that it does not naturally have.

    5. Secret - To be rolled by GM
    6. Economy - Explore Seafloor of 177 (Roll: 22)

    Non-Actions

    1 . . . Report: request an immediate retraction, apology or recompense from KHN for the reputational damage inflicted.. . .

    . . . Report: We have conducted an inquiry using resources including our contacts within the Nacres and the Abyssal Stewards . . .
    . . . Report: Using information provided and Statistical Projection it is likely that the Kar-Nath Hegemony has been secretly collaborating with third-parties to sell out Polar nation interests to gain personal interests within each of our sovereignties . . .
    . . . Report: Aristocratic rebellion likely False-Flag operation as excuse to carry on sanctioned offensive actions . . .
    . . . Report: Contact ourselves privately for more information . . .
    . . . Report: If Kar-Nath Hegemony provides evidence that such information is misleading we will retract these assertions, until such time all should defend their interests from such aggression . . .

    2. Use one CCA Favor to increase Reputation - if Tiebreak for Rep 4, COP ability


    Spoiler: Memory Matrix
    Show

    Region Controls: 6
    Units: 17

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

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






    Leader: Shark King, Herald of the God-Fish

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

    Current Region: 80
    Units: The Shark People gain 2 units at start of Round 14. They have 8 Units at start of Round 14.

    Actions:

    1. Diplomacy - Crash an Event - Eat a Nerd
    2. Faith - Convert - 73.2 - (Roll: fail)
    3. Faith - Convert - 75.2 - (Roll: fail)
    4. Military - Sack - TP 84.3 (Dragon Eyes) (Roll: 18
    5. Military - Sack - North Pole (City in Region 51) - (Distance is 80>74>69>57>56>51) (Roll: 16)

    The Shark Priestess moves her steed forward and all around her are other Cephalopods on their own Sharks. There are large sharks, long ones, some with more teeth than their mouth had room for, and others as black as midnight. In these frigid waters, there are now some who may even recognize the Priestess, for she was once Diastia of the Ennead royal family. She had been sent into exile or as a liaison, it is unclear, but what was important was that she had left with the Shark People as an outsider, and has now come back as one of their leaders. She intones to her flock:

    Let us count the insults! Let us list the grievances! Let us number the blasphemies!

    Mawbel had FEASTED on our GOD without being offered. Lament!
    Mawbel had SLURPED the DIVINITY from the marrow of its bone. Weep!
    Mawbel had VOMITED up our IDOL as fecal matter. Sob!

    For these insults, for these grievances, for these blasphemies, we seek righteous vengeance.



    Non-Actions

    1. Accept TP 69.3 from STC

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

    General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
    Last edited by mystic1110; 2022-11-05 at 09:23 PM.

  7. - Top - End - #367
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 14

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

    Actions:

    1: [Economy] Contribute to Great Project in Nathi Lands.
    Sersi's first contribution to the Pax Arctica's latest project is logistical. Gravetenders are naturally inclined to architecture, especially those who have spent much time among the Nathi. Gravetender Nasko makes no judgment of the Riftlings' ways, merely provides structural advice. His understanding of the Nathi culture means that when it is time to make this place comfortable to them, the supplies are already there. Further efforts are made to ensure the Nathi have myriad ways to get to this ... bunker, of a sort.


    2: [Economy!] Establish Trade Route with the Riftlings Many.
    Sersi, readying her people for her Disciple's ascension, looks to the Riftlings. Their long association and friendly debate has made her very aware of the value of the Riftlings' input, and so she seeks to tighten that bond. Establishing a trade route with such an isolationist mind is a complicated endeavor, but the Blossoming Icons go a long way to alleviating this.

    3: [Diplomacy] Sway Merchants in the Lostling Lands [Region 81]. [TN: 12, Roll: 17. Success!]
    .

    4: [Diplomacy!] Exhibit Great Work: The Silver Fragment Vow. [Engraving/Mural]
    Several of the Lostling Gravetenders, of the Lostling Lands, have taken to artistic pursuits. They tell their stories differently, the deep mystery of their own origins inspiring them to record their feelings and ideas in lasting stone. Their history is short, but their gratitude to the Cryptid Congress cannot be overstated.

    The Silver Fragment Vow is a massive mural engraved into the largest remaining Maker ruin within the Lostling Lands. Upon it, the Lostlings have memorialized their own discovery by the Cryptids. Every member of the original colony project has, to the best of their ability, been carved into the stone, with their name below. These engravings have been detailed with silver, sourced from Bastion and what little was found as scraps within the Lostling Lands. In the background, the ruin itself is shown in crystal, fading into the lower half of the work.

    Beneath the Cryptids, the sea floor of the Lostling Lands is depicted filled with ‘asleep’ Gravetenders; the Lostlings themselves. Notably, there are plenty of spaces where one could be carved, still empty. The Silver Fragment Vow records every Lostling found because of the kindness of their neighbors, and any time another is discovered, they are added to the mural.

    5: [Faith] Contribute to Great Project in Nathi Lands.
    Sersi's final contribution to the Pax Arctica's latest project is yet another symbol of the Gravetenders deep friendship to the Nathi people. Something similar to the Blossoming Icons is built. Nothing as powerful or dramatic as the true wonder, but something which will allow Kar-Nath to warn its people of impending Titan threat within a moment's notice. All it takes is one Gravetender to operate the resonance effect, and this is where Gravetender Nasko volunteers. His study of the Nathi people and his contributions to the Grand Schola are made secondary to this sacred duty.

    6: [FAITH] Set 15 Holy Site Bonus for the Blossoming Sequence. [Cultural Identity: Pax Guardians. 2d8 vs Titans? Alternate: 2d8 for Reaver Defense?]
    .

    Non-Actions:
    [A Monumental Undertaking] [4/5]
    Elkelt's Grand Archive nears completion, rising up from the open seafloor between the Dead Cities. It swarms with activity, more Gravetenders here than anywhere else, except perhaps Bastion. Finally, the rush of revision triggered by their inquiries years back has settled down, and there are more entries than can fit into the incomplete halls. Temporary structures are erected to contain this abundance of knowledge, while the shelves and displays of the Grand Archive are finalized.
    Elkelt, herself, understands that the Grand Archive will be the opening note of her time leading her people, all three generations of them, and so splits her time between studying the gathered works, and ensuring every aspect of the. construction goes as planned. The most important documents are placed within the archive by her hand alone.

    [Change Rulers: Dynastic] From Sersi The Pale to Elkelt, Voice of the Second. [Roll]
    .

    [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

    [Blossoming Icons: Seek Aid on no valid action.]

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

    [Accept the artifact "The Mother's Favor" from the Riftlings Many.]

    [Spend treasure on action 4.]


    Spoiler: Stat Changes
    Show


    Diplomacy +1
    Economy +1
    Faith +1

    New Ruler Stats And Increases:

    Diplomacy - 2 > 3
    Military - 3
    Economy - 5 > 6
    Faith - 4 > 5
    Intrigue - 1

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available: Diplomacy 5, Economy 5,
    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 3 (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead
    The Riftlings Many

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 5 (Expected Change: None)

    Aristocratic Support
    78, 76, 81

    Generals
    Sersi The Pale [10]
    Spoiler: Dissertation In Practice
    Show
    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)
    Fortresses
    76

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

    Spoiler: Economy
    Show
    Treasure: 1 (Expected Change: -1)

    Trade Posts
    Total Owned 2
    [76.2]Bastion: Electrum
    [78.1]The Dead Cities: Preserved Food

    Mercantile Support
    78

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath
    Costa Seria

    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: 18

    [78.1]Dead City Urodela: This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
    [78.2]Dead City Tacca: Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
    [78.3]Dead City Chantrieri: Chantrieri towers above the rest, precipitously built along a sharp dropoff.
    [78.4][The Dead Cities:] The Sacred Oath Of Silver Currents
    [69.2]Neoplastic Monolith: A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
    [76.1]Pardalis, The New City: The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.
    [76.2]A Study Of War: A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
    [77.1]The Rime Gorge: The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.
    [77.2]Grand Schola:
    [77.3]Temple of Deep Currents:
    [75.1]The Plains of Sarkenos:
    [75.3]The Plains of Sarkenos:
    [79.2]Seatide Crag:
    [79.3]Stillwater:
    [58.1]Core Site:
    [58.4]Core Site: The Silvered Oath of Ecumenical Exchange
    [81.1]
    [81.2]

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

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

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

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

    Spoiler: Intrigue
    Show
    Spies

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

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


    Spoiler: Golems of Import
    Show

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

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

    Spoiler: Elkelt
    Show
    To be the third leader of the Gravetenders. Second generation Gravetender. Their form is made up of more than just stone, incorporating Maker elics and rimestone. Working on the Grand Archive 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; 2022-11-06 at 12:46 AM.

  8. - Top - End - #368
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
    Location
    Finland
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Located in: Polar zone, regions 64, 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Turn 14


    Nedir, the Frozen King

    Diplomacy - 7, Military - 3, Economy - 6, Faith - 5, Intrigue - 3

    Actions:

    1. [Diplomacy]: Sway Aristocracy of Region 77, using Chain of Kings to grant +2 to the roll and a treasure to add further +1 (Roll: 18. (Great) Success!)
    - With the nobility of Glacier Crag apparently suddenly thinking that their chance to affect a permanent shift in power has come, the newly crowned Frozen King is forced to take up the heavy burden of his office...but with the newly forged symbol of his duty and power both, Nedir does not seem to be willing to simply roll over. No, instead the nobility is quickly reminded of the power of their monarch with displays both subtle and overt, the Depth Guard of the King out in force in capital to restore order while many a unruly noble scion find themselves in royal dungeons.

    2. [Diplomacy]: Attend OASIS event
    - Sub-action: Trade Mitochrondrial Regulation to Splendid Miru Miru in exchange for Bioluminescent Navigation
    - Sub-action: Trade Mitochrondrial Regulation to The Lighthouse in exchange for RADIANT SPHERES

    3. [Intrigue]: Great Project: found Office of Chain Wardens in region 77 (1/4)

    4. [Intrigue]: Great Project: found Office of Chain Wardens in region 77 (2/4)

    5. [Intrigue]: Great Project: found Office of Chain Wardens in region 77 (3/4)

    6. [Intrigue]: Great Project: found Office of Chain Wardens in region 77 (4/4)
    - Seeing that the legions of his nation alone cannot protect the people as well as he would dearly hope, King Nedir is forced to turn to learning from some of his trecherous nobles and example of the Frozen King his predecesor imprisoned. Gathering up both loyal soldiers and ruthless cutthroats with appropriate devotion to their nation and the crown, he makes a plea to these citizens to serve the interests of the Hegemony as a whole, seeking to form an entirely new sort of force within the nation: one subtle and terrifying both.

    Non-actions:

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

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

    Spoiler: The festive atmosphere erupts
    Show
    The preparations of the organizers have been quite long, but finally, they have begun to truly pay dividends. The area of the festival has truly been transformed, now filled with buildings of various styles but ultimately the same purpose: to allow for constant and competitive sort of cooking. With competitors arriving from all corners of the sea, the area is full of eager gourmets, and Plain Current continues to quickly gain reputation as the best town to visit if one is in need of a truly tasty meal.

    The middle of the area hosts a kitchen with its own geothermal vent surrounded by stands with inbuilt tables, and it is here that the fiercest (and most official) competition arises in so-called Chowdowns. Overseen by the enigmatic wandering culinary expert Marrowbone, it is constantly ongoing challenge of cooks challenging each other, judged both by their peers and the audience with chance to taste their creations. The chefs who manage to ascend the ladder of this hierarchy have a bright future ahead of them in kitchens of palaces, while those cast down by their betters tend to find less in way of protects after their ignoble defeat... doubly so if such was caused by their own mistake rather than the sheer excellence of their competitor.


    News & Rumors

    -

    Leader improvements from turn 14:

    +1 Diplomacy, +2 Intrigue

    Leader stats for turn 14:

    Diplomacy - 8
    Military - 3
    Economy - 6
    Faith - 5
    Intrigue - 5

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

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

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

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

    Civilian Technologies: Composite Grafting, Trophic Deconvolution, Photospore Signaling. Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis, Electrodialytic Staurozoa, Mitochondrial Regulation, Filtration Grafts, Seeker Barnacles, Joined-Stalk Companies, Indah's Embrace
    Military Technologies: Magma Forges (On loan from ABS as long as Rep 3 or greater lasts), Razor Current Netting
    Last edited by Grim ranger; 2022-11-06 at 07:26 AM.

  9. - Top - End - #369
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    Tropical, Region 10

    Ruler: Leviathan
    D2 ; M10 ; E4 ; F4 ; I2

    Almost certainly a new leader next round (see final non-action) but I will hold off rolling until that is confirmed.

    What's bigger than Leviathan? There's only one answer - "something that Leviathan will eat". It's not through any doubt at her eventual success that she puts her affairs in order first, simply an outgrowth of her needing things to tick along without her as it may take even her a little time to fully devour the Eel.

    Standard round actions (5)

    1)Miltary 10 - Research Blood Algae

    Spoiler: Blood Algae
    Show

    Military slot: Sappers and Siege Weapons
    Pre-reqs: Supernatic Propogation
    Effects: +20% enemy casualties, +10% own casualties in depth 0 regions
    Write up: This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.


    2)Miltary - Invade Region 154 with 5 units, under the command of Tiny / infighting/ mini civil war

    The entire Magaramachi "army" is dispatched to consolidate the newly discovered regions to their north. Full of aggression they swim north ready to terrorise the local population into submission. Imagine their disapointment to find no local population. What happens next is beautiful in its predictability - they fall to infighting and eventually open combat with the bulk rebelling against Tiny's command and only a remnant staying "loyal" (in fact, staying close so they can eat him first).

    I'm hoping I can do this as one action?

    3 Magarmachi Units lead by Mil 5 subcommander attempting to use unyielding force vs 2 Magaramchi units led by Mil 7 general attempting to use Carnage. Battle takes place in region 154.

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


    3)Miltary - Continue great project - "The Mercenary Halls" 2/5 (Fluff action, no mechanical effect)

    Work continues on the newly flattened bedrock. Or it does briefly until constant attacks from teh bottom dwelling mudscum takes too harsh a toll on the workers. Work is redirected to focus on defenses - though the mudscum are the only thing currently attacking there's no harm in building the floating guardposts now rather than later, after all. As one or two mercenaries float in, words reaches Leviathan of a similar project in the north and a friendly Lojanese merchant helps with sending a message north to the Cyphiri Union

    4)Economy - Gather Treasure

    5)Economy - Buyout lone TP in region 154 (note that this trading post may have been accidentally destroyed by action 2) Success (assuming the trade post survives the potential sack)

    A great number of foul tasting fishes are gathered together, with the intent they could be piled in the open seas to the north to lure in the Bloodripper Eels. While the plan would probably work, the time it takes to gather the fish means that the army arrives first and there is always a non-zero chance that things close to the Magaramchi army will not surive being close to the Magaramchi army.

    Net effects
    Military+1 (assuming new ruler) Econ + 1 (Either way)
    Treasure 0->1 (Current Max 5)
    (Possible unit loss)

    Spoiler: Misc Info
    Show

    Mil 5 used.
    Mil 10 used.

    Spoiler: Technology
    Show

    Supernatic Propogation (starting tech)


    Spoiler: Military
    Show

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

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




    Non-actions
    • Support Everything The Magaramchi aren't sophisticated and those intelligent enough to understant the concept of loyalty don't have any. Tossing a handful of sweets in the water will ensure local support for anything needed. Sacks, sways, whatever. If anyone wants to do something, they can get local support easily.
    • Hostile Terrain for Everyone Any armies marching through are going to be facing nigh constant uncoordinated attacks from the locals wo are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    • Eat the Eel without End Alone, Leviathan swims into Lojan. She barely even bothers with the locals or the ornate buildings, instead swimming up to the flank of the great Eel that passes through this region. Each bit looks equally appetising and the entire thing will doubtless be eaten anyway so she simply makes for the closest section. It's hard to manouevre her crocodilian jaws to get a bite on the almost vertical wall of flesh but she's motivated and persistant and takes the first bite of what will utterly inevitably be a 100% succesful attempt to eat a Titan.
    Last edited by Kythia; 2022-11-03 at 06:32 AM.

  10. - Top - End - #370
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 14
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68)

    Led by King Akkoroas
    D8 ; M8 ; E7 ; F2 ; I3


    Actions
    1. [MIL Invade Cryptoclysus [84]]
      The Cryptids were warned and given three entire years to leave Ennead waters. Their refusal is a thrown gauntlet, and the Ennead will not back down.
      Spoiler: Invasion Details
      Show
      Target: Cryptoclysus: 84
      Commander: Tulticius (8)
      TacDoc: First to Kill (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides.)
      Units: 6
      Treasure: Spending 1 on Maneuvering
      Route: 74>79>84
      Tech: N/A


    2. [MIL Invade [73]]
      The Ennead Expeditionary Force is sent to follow up on the tragic news coming from the silent Draigu: some fiend is destroying their nests and their rarest of resources - their eggs. With Ennead presence in Aelwyd Adferiad, these crimes will be stopped immediately. The news of a new monstrous entity rising into power in the territory of the Residuum is cause for concern. Without knowing more, the Ennead cannot risk its Beaks in invasion. War footing, though, is not easily abandoned, and another target is chosen.
      Spoiler: Invasion Details
      Show
      Target: Region [73]
      Commander: Balelia (9)
      TacDoc: Integrate the Captives -10% losses to both sides. Free Impress Aristocracy on victory.
      Units: 5
      Treasure: Spending 1 on Battle
      Route: 69>73
      Tech: N/A


    3. [MIL Recruit Unit]
    4. [MIL Recruit Unit]
      War has been declared, and new levies will soon be needed. The forces of the Ennead will be tested, and there are always more servants to draw on.

    5. [INT Secret Action]
      Plans are laid. Oaths are taken. Beaks are dispatched.
    6. [INT Incite Treason] Targeting Clergy of 84, Cryptoclysus A very solid attempt - FAILURE
      To prepare the way for the soldiers, words of dissidence are whispered into the ears of the priests in Cryptoclysus. Why does the Congress neglect you? Why do your leaders not respect the Sequence? Perhaps new leadership is needed?



    Non-Actions
    1. Accept all gifts
    2. Accept LUX Cultural Exchange



    Reports and Discoveries



    Ruler Stats R11:
    D: 8
    M: 10
    E: 7
    F: 2 POLAR
    I: 4
    New Ruler: No

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

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 11/11

    Generals
    • Balelia - 9
    • Tulticius - 8

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC

    Artifacts

    Treasure
    4/5

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

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



    POLAR
    Last edited by JBarca; 2022-11-05 at 02:35 PM.

  11. - Top - End - #371
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round 14: NPC Actions

    The Unity
    Ruler: Grinmaw the Calamitous
    General: NA
    Region(s): 21, 22
    Units: 6 (+1 this round, -> 7 for Round 15)


    Ruler Stats Round 14:
    Diplomacy - 2
    Military - 9
    Economy - 8
    Faith - 4
    Intrigue - 6

    Actions:

    1. Impress a Reaved Support (The Host Grows) - Region 22, Clerical - 10 (Fail)

    2. Impress a Reaved Support (The Host Grows) - Region 22, Mercantile - 11 (Fail)

    3. Recruit Unit (The Host Grows)

    4. Defend against Attacks
    Defense in Region 22
    Use 2 units, with +1 unit from Aristocratic Support (total of 3 units), the perfected Carapace the Eviscerator tacdoc

    Defense in Region 21
    Use 4 units, with +1 unit from Aristocratic Support (total of 5 units), the perfected Carapace the Eviscerator tacdoc, and led by Grinmaw the Calamitous (Mil 9)

    Ruler increases by 1 to Economy

    Non-Actions:

    Action Choice Rolls
    Stat Rolls

    Action Rolls

    Ruler Stats for Round 15:
    Diplomacy - 2
    Military - 9
    Economy - 9
    Faith - 4
    Intrigue - 6

    Possible UNI Actions :
    Spoiler: Possible UNI Actions
    Show
    • Recruit Unit (The Host Grows)
    • Impressed a Reaved Support (The Host Grows)
    • Attempt to Sack (The Host Hungers)
    • Invade (The Host Hungers)
    • Internal Buyout (The Host Consolidates)
    • Great Project (The Host Consolidates)
    • Internal Sack (The Auguries Demand Death)
    • Internal Oppress (The Auguries Demand Death)
    • *Invasion (if the above are rolled but not options) (The Auguries Demand Death)
    • Conversion (The Auguries Demand Expansion)
    • Buyout TP (The Auguries Demand Expansion)
    • Conversion Attempt (The Auguries Demand Recognition)
    • Impress Attempt (The Auguries Demand Recognition)





    The Monheganist Regime
    Ruler: Monhegan II
    General: NA
    Region(s): 112, 130, 131
    Units: 5


    Ruler Stats Round 14:
    Diplomacy - 2
    Military - 9
    Economy - 6
    Faith - 8
    Intrigue - 4

    Actions:

    1. Monopolize Treasure - MHR Hoards 1 Treasure

    2. Assert Local Dominance - Impress an Internal Support - Region 112, Aristocratic - 17 (Success)

    3. Oppress Foreign Degeneracy - Undermine a Foreign Support - Mercantile in 112 away from LUX - 10 (Failure TBD

    Ruler increases by 1 to Faith

    Non-Actions:

    Action Choice Rolls
    Stat Rolls

    Action Rolls

    Ruler Stats for Round 15:
    Diplomacy - 2
    Military - 9
    Economy - 6
    Faith - 9
    Intrigue - 4

    Spoiler: Possible MHR Actions
    Show

    Internal Impress (Assert Local Dominance)
    Internal Oppress (Assert Local Dominance)
    Root Out Spies (Expel Foreign Degeneracy)
    Undermine a Foreign Support (Expel Foreign Degeneracy)
    Internal Conversion (Expel Foreign Degeneracy)
    Recruit Unit (Expand Enforcer Base)
    Buyout (Conduct Hostile Takeover)
    Invasion (Conduct Hostile Takeover)
    Hoard Treasure (Monopolize Assets)
    Buyout (Monopolize Assets)
    Undermine Support (Utilize Shady Connections)
    Coerce Trading Post (Utilize Shady Connections)





    The Black Pearls
    Ruler: Lady Ink
    General: NA
    Region(s): ?
    Units: 0

    Ruler Stats Round 14:
    Diplomacy - 4
    Military - 5
    Economy - 6
    Faith - 1
    Intrigue - 9

    Actions:

    No Actions this round

    Non-Actions:
    The Black Pearls are unsatisfied with the guest-pitality of the invading Trawling Beasts




    General NPC Rules

    For each round, each NPC will have 3 actions possible, which will each be rolled randomly from their unique list of NPC-specific actions (1d12). If a rolled action requires resources that the NPC does not have (such as an Invasion with no units or Impress Reaved Support with no Reaved Supports nearby, that action will be re-rolled. Once an action is rolled, its target (for region-specific actions) will be decided by GM discretion.

    If an NPC is being invaded, they gain a fourth action that is exclusively used for defense.

    Regardless of the type of actions taken each round, NPCs will roll a 1d5 to determine which stat gains a +1 for that round. No other stat increases will take place. The Black Pearls specifically will not gain any stats as they are not a conventional NPC

    When a player country becomes an NPC, they will keep any and all assets created by the player (Specialized Ships, Artifacts, Generals, Spies, etc.). Regardless of country status they will not have an extra action if they had attained Holy Sea, Merchant Marine, or Sea Power Status. If a player Empire becomes an NPC, that situation will be handled on a case-by-case basis to determine bonuses that should be kept. The new NPC will immediately have a leader change, with stat increases following the normal rules for stat bonuses determined by the previous round (the last round as a player country) and inheritance type. They will have an overall +4 points to assign in line with the playstyle of its previous player.

    Any new NPCs from player characters will follow this template.
    Last edited by LapisCattis; 2022-11-01 at 08:59 PM.
    No bubbles no troubles

  12. - Top - End - #372
    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 14, Place: Regions 5, 6, 9, 11 and 13
    Prime Minister Hoerthd Thnoet
    Diplomacy: 8
    Military: 8
    Economy: 9
    Faith: 2
    Intrigue: 6



    rolls

    Actions:
    1. [Diplomacy]Sway Aristocracy in region 15 2d8 + 8 Dip + 1 Prestige vs TN 12 (have adjacent region) failure

    2. [Diplomacy 5]Make a cultural exchange with the Gotezhar Builders Union
      The Gotezhar are warmly welcomed to the Republic, especially skilled craftsmen. Builders have a strong influence on the immature Lojanese architectural styles. In serious plays, actors enact secondhand retellings of the deeds of Squall Essensio, Korasoon and Mira'din, and comedies make fun of silly Gotezhar customs. The people of Ezcorher soon begin to feel as familiar as neighbors would.
    3. [Economy]Buy out TP6.1 Ching He'aang 2d6 + 9 Eco + 2 self-support - 0 Distance vs TN 12 success

    4. [Economy]Impress merchants in Lojan (6) 2d6 + 9 Eco + 1 Prestige - 0 Distance vs TN 13 failure

    5. [Military]Invade region 12 with:
      • General Zabkrew (9) using TD Graceful Show of Force (Sway roll 2d8 + 8 Diplomacy + 1 Prestige)
      • 4 units
      • 2 treasure spent: +1 to battle, +1 mercenary unit, +1 from city Oarngalau
      • Ruler score: +4 to battle
      • Route: 11>12

      Spurred on by a flawless campaign in the northwest, Zabkrew leads the Republic's army northeast to incorporate the last of the barbarian tribes near the capital.

    6. [Military]Invade region 14 (Kaarme) with:
      • subcommander (4) using no TD
      • 2 units
      • Ruler score: +4 to battle
      • Route: 9>14 (No distance loss rolls? The Eel is not omnipresent in 14 AFAIK)

      The treaty has been signed, all that remained was for the Republic to de facto exert control over its rightful seas.



    Non-Actions:
    Accept Trade Route from GTZ
    Spy secret nonaction... done

    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    [Renown] A Monumental Undertaking: Roof over Their Heads 2/3...


    News and Rumors:



    Spoiler: Ruler
    Show

    Prime Minister Hoerthd Thnoet
    Next round stats:
    Diplomacy: 9
    Military: 9
    Economy: 10
    Faith: 2
    Intrigue: 6

    New ruler next round? No

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


    Spoiler: Country Info, last update R11
    Show


    Actions to take: sway merchants in 8.

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

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports Table to be simplified?


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

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera RIP

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


    Military
    Spoiler
    Show


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



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

    Fortresses
    Huurdrav, Lojan

    Perfected Tactical Doctrines
    None

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


    Economy
    Spoiler
    Show


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

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

    Cities
    Sheade, Lojan - Swaying
    Oarngalau, Selach - Battles

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

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

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


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions, 2d8 to Impressing

    Artefacts
    None

    Holy Orders
    None

    Miracles
    SUB followers can cross toxic borders.


    Intrigue
    Spoiler
    Show

    Spies
    Intrigue 7 Spy



    Spoiler: Interesting quests
    Show


    ABS

    [Offer] Bounty of the Depths -

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

    [Opportunity] Fueling The Forge -

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

    CCA

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

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

    [Opportunity] An Appetite For Abundance -

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

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

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

    DNA

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

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

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

    PRS


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

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


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

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

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

    [Renown] A Monumental Undertaking -

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

    [Acclaim] To Greatness -

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

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

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

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



    Last edited by Corona; 2022-11-06 at 05:34 AM.

  13. - Top - End - #373
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
    Location
    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca V
    Diplomacy: 7
    Military: 6
    Economy: 8
    Faith: 7
    Intrigue: 5

    Actions:

    [1][economy] Trade route to Splendid Miru Miru
    [2][faith] organize faith (requested bonus: +1 to sway rolls)
    [3][faith] transform HS 3.3 to uplift reverence (add treasure) 10 (fail)
    [4][diplomacy] attend event OASIS
    [5][economy] buyout TP30.1 (add treasure, +2 from merchants) 17 (success)

    rolls
    extra resist roll

    resist HS4.2: 13
    resist HS29.1: 17

    Non Actions:
    -resist all sways/sacks/buyouts/...
    -use rep2 DNA action to increase intrigue score of my spy from 6 to 7 (1 favour)

    OASIS non-actions:
    -Accept cultural exchange from LUX should I win.
    -Accept OASIS gift Trophic Deconvolution from LUX.
    -Accept OASIS trade deal with MIR, offering Toxic Filtering and receiving Bioluminescent Navigation.

    Spoiler: Bookkeeping
    Show

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

    Passive income: 3/turn

    Units: 6/9
    treasure (EOT): 5

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

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

    New stats
    stat increase:
    Diplomacy: 7
    Military: 6
    Economy: 8 +1
    Faith: 7 +1
    Intrigue: 5

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



    Spoiler: Economy
    Show

    -Hymenocera merchant seek to expand their trade and start getting some branch coral that maybe can be traded further along the route.

    -and speaking of routes, a trade route is initialised with Splendid Miru Miru in order to get some luxery resources, now the Eel Without End has taken over their trade post of gemfoam they wanted to use for the same purpose.



    Spoiler: Faith
    Show

    -Moving to end the treat of the Dreaming dead, Emisaries are send to the last holy site of them in Lupomata (region 3), consisting of priest-scribes and representatives of the Holy order.

    -Now the Faith of the Uplift Reverence has grown enough, the High King decides to apply some more structure to the faith so that it can continue to maintain its holy sites and gain new ones.


    Spoiler: OASIS
    Show

    -when news of the OASIS conference reached Hymenocera ears, they were very interested. A quite large group would go, including Ginidu has roving diplomat and of course Limnadi, the head of HISAR (Hymenocera Institute of Sponge and Algae Research) will also go with a delegation of scientists. They will present a paper on the latest research in bioluminiscent algae to graft on sponges for writing.

    The regular diplomats will be meeting with a group from the Splendid Miru Miru in order to formalise the trade deal.

    Last edited by farothel; 2022-11-05 at 02:11 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."

  14. - Top - End - #374
    Pixie in the Playground
    Join Date
    Oct 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Peacekeepers of Surunung

    Rahakera (155)
    Round 14

    Leader: Tipuwaya, 1st Voice of Rahakera
    Diplomacy: 3
    Military: 5
    Economy: 3
    Faith: 2
    Intrigue: 4
    Expected Stat Increases: +1 DIP, +1 INT, +3 MIL

    Actions
    1. DIP - Attend OASIS, offer Megafaunal Tailoring
    - Exchange Megafaunal Tailoring for Photosphore Signaling and Bioluminescent Navigation with MIR.
    - Accept Anoxic Adaptation from LUX in exchange for a future favor.
    - Sign the Treaty of the Ravine with MIR.
    Spoiler: Treaty of the Ravine
    Show
    • Establishes the Glamorous Regional Enhancement Group (GREG), a pact between Miru Miru and Surunung.
    • Miru Miru provides Surunung with useful technologies as necessary, including Bioluminescent Navigation.
    • Miru Miru provides economic support to Surunung in the form of appropriate buyouts and sways when possible and necessary to maintain order within Surunung.
    • Surunung provides Miru Miru with militaristic support in the form of a full defense in the case of an attack. Miru Miru is not obliged to support Surunung's offensive endeavors.
    • Both parties allow full unit access within each other's territory. Neither party can attack the other. Surunung refrains from attacking members of the Flowing Peace.
    2. DIP - Raise reputation with the Chelonian Chora. Rolled 11 with TN of 10; Success
    3. INT - Investigate region east of Region 155 across shoals border. Rolled 7.
    4. INT - Investigate region southeast of Region 155 that is adjacent to regions 12 and 11. Rolled 10.
    5. INT - Investigate region center-north of Region 155. Rolled 14.

    Bonus Actions
    1. Raise Unit
    2. Raise Unit
    3. Raise Unit
    4. Raise Unit
    5. Raise Unit
    6. Recruit General.
    Rolled 10.
    Spoiler: General Jejapang Keja
    Show
    Name: Jejapang Keja
    Military Score: 10
    Tactical Doctrine: Wave of Envenomation
    +4 to Battle Roll
    +20% Enemy Casualties
    +30% Own Casualties
    +2 to Allied Leader Loss Roll

    Jejapang Keja was among the most distinguished of the Suru field commanders during the Great Battle of Rahakota, being Penyumum Keja's first lieutenant and second in command. Her ability to make quick and effective decisions afforded the enemy no time to prepare for the Kejatara assault as their trident shaped formation punched through the front lines of the defenders with ease, splitting their ranks and leaving them surrounded, resulting in a decisive victory for the Keja Pod and granting them dominance over Rahakera.

    Non Actions
    1. Allow MIR to buyout trading post in Region 155, resist other buyouts
    2. Replace ruler for Round 15 through non-dynastic inheritance
    Spoiler: Mengepata, Second Voice of Rahakera
    Show
    Leader: Mengepata, Second Voice of Rahakera
    Diplomacy: 3 (+1)
    Military: 4 + 1 (+3)
    Economy: 1
    Faith: 1
    Intrigue: 3 + 1 (+1)

    Tipuwaya was originally chosen to be the First Voice due to his popularity with the Assembly. Times were turbulent as the Keja seized control of the region, and for the moment, they needed to pretend the Rahaa still had a say in their government. But that was then, and the Rahaa since then have caught on to what the true nature of their government was, just to do nothing to change it, for Penyumum's Hymn of Revelation had long ago sapped their will to change their fate. In the meantime, Tipuwaya himself had payed a tad too much lip service to the Kelamati faith in order to bring more unity to the Assembly where it still retained some popularity. As one of their primary objectives was to purge Kelamati from the minds of the Rahaa, such tolerance was unacceptable to the Keja Pod. After just three short years of rule, Tipuwaya failed to appear before the Assembly. The Assembly held the authority to launch an investigation into his disappearance, but all that was on the minds of each of the Peacekeepers was being the one to replace him. A week later, Penyumum Keja chose the Rahaa Mengepata of the Peacekeepers to be Second Voice of Rahakera, trusting that she would display a more desirable level of hostility to Kelamati and not so easily step out of line like her predecessor did.
    3. Begin monumental undertaking (1st of 3 turns)
    Spoiler: Great Basalt Fortress of Surunung
    Show
    Since its founding, the Assembly has proposed countless frivolous projects to construct useless monuments for what the Keja felt were trivial reasons such as the "development" of Rahaan culture. Still, the calls were growing numerous and wasting much of Assembly's time. In response, the Keja drafted blueprints for something a bit more functional; a fortress at the peak of Surunung to surround the growing capital of Kejakota and guard the peak, still an important site to the Rahaa. Tipuwaya presented this idea to the Assembly to be met with roaring applause, and shortly after, construction on the Great Basalt Fortress of Surunung began.
    Last edited by Czard; 2022-11-05 at 09:52 PM.

  15. - Top - End - #375
    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 10

    Expected Stat Increases: None

    Next Round: Lambent Matron Intan
    Diplomacy 3
    Military 6
    Economy 6
    Faith 1
    Intrigue 6

    Expected Stat Increases: +1 Military, +1 Intrigue

    ...

    Actions
    • Military - Invade Region 21 with 4 Units led by the Rubicund Fist Netra (Mil 8), attempting Victory is Life Tactical Doctrine and utilizing Death Commando Conditioning.
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Diplomacy - Attend the Oceanic Advances in Science International Symposium
    • Intrigue - Dispatch agents to locate and retrieve The Radiant Sword - 17
    • Intrigue - Secret


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-11-05 at 11:15 PM.

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

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

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

  16. - Top - End - #376
    Bugbear in the Playground
     
    BardGuy

    Join Date
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    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 118, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 4-6 of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights
    Round 14

    Actions:

    1. [Diplomacy] Press Confederation claim on 176: 11

    2. [Diplomacy] Press Marriage claim on 116: 12 (not 92, oops)

    3. [Faith] Set Middish Way 25 HC bonus to +2 to Leader Loss rolls

    4. [Faith] Repair 114 Holy Order

    5. [Economy] Buyout 114 TP 1 for Giantsbane Seeds: 7

    Nonactions:
    1. Attend OASIS


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



    Spoiler: Ruler Information
    Show
    Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
    Current stats
    Diplomacy: 7
    Military: 4
    Economy: 4
    Faith: 3
    Intrigue: 5
    Rolls

    New Ruler Next Round? no

    Expected Stat Bonuses: +1 Dip, +1 Faith


    Spoiler: Other notes
    Show

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

    Units: 3 / 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; 2022-11-05 at 02:13 PM.

  17. - Top - End - #377
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Pempirical Region

    Turn 14

    Ruler: The Youngest, Sixth Chosen of the Mother of the New Era (Rolls)
    Diplomacy: 3
    Military: 1
    Economy: 2
    Faith: 8
    Intrigue: 2

    Faith 5: Create Artifact
    The Hammer: This nondescript hammer rose up from the depths in a great cloud of the Mother's Breath.

    Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.

    Diplomacy | Faith (Censer) Attend OASIS
    Subactions: Give Costa Sereia one treasure and publicly permit them to claim a TP in our lands.
    Subactions: Accept no technologies.

    Diplomacy: Give the Gravetenders the Mother's Favor

    Spoiler: Ascent of Elkelt
    Show

    Riftling government never changes, for what changes can occur in a hivemind as old as memory and as endless as the Abyss? Yet the election of the Youngest is always a moment of great solemnity, a moment of the direct will of the Mother being made manifest in the gift of eternity, the burden of partial isolation,t he promise of true Communion.

    It's different for isolates, but the solemnity remains. As the time comes for Sersi, beloved of the Riftlings, to grant the mantle of leadership to Elkelt, beloved of the Riftlings, a simple gift rises from the Abyss. Though its purpose is unclear, for who within the Communion would be able to tell that the disc allows entrance into the Communion?, the Youngest speaks, and the Riftlings obey. The Anointed Prophet themself approach Elkelt and offer the disc reverently. The Mother's will be done.


    Faith: Great Project in The Plains of Sarkenos (75)
    Spoiler: The Pit
    Show

    Soundtrack [Content Warning: Chr*s Pr*tt]
    Kiwa golden, Kiwa black
    Kiwa crawling form a track
    Along the path to Nathi lands
    The Kiwa track across the sands

    Kiwa hungry, Kiwa fierce
    Kiwa clacking claws that pierce
    Of any flesh that comes their way
    The Kiwa slice and dice and flay

    Kiwa endless, Kiwa strong
    Kiwa trailing miles long
    Into Sarkenos do they wend
    The Kiwa work to noble end

    Kiwa mighty, Kiwa fit
    Kiwa digging out a pit
    A vault to stand a thousandyear
    The Kiwa's crypt which Titans fear

    Kiwa shadowed, Kiwa gold
    Kiwa bracing work to hold
    Their noble deed has left them doomed
    The Kiwa now and e'er entombed


    Faith: Great Project in the Plains of Sarkenos (75)
    Spoiler: The Architect's Addition
    Show

    The Chrysomallon Kiwa make an excellent building material, the Architect decide. They spread themselves along the walls of the shelter and examine the endless crabs that have studded themselves through the wall, tetris'd perfectly to hold back the sands. As the Kiwa near mindlessly pick off a few Riftlings here and there from the swarm, the Architect prepare themselves for the next step. Drawing themselves into the confused overlap of fields emanating from the greigite shells, they begin slowly to weave the fundamental force of magnetism into a better accord. Was it really not even a decade past that working dead flesh was a chore? Now they spoke to the seas and even to the forces that bind, and it was barely more than reaching out to their own selves. As they work, the Architect speak:

    We, the Architect of the Riftlings Many, seek once again your active consent in accordance with primitive international isolate mores on behalf of the Old Fathers, at command of the Youngest, in the name of the Great Mother. Do you acknowledge that you hereby freely give yourselves to the purposes of the Mother, offering nothing but your already dead lives, in the eternal hope of salvation from the plague of isolate existence? Do you acknowledge that though you may here die, making only truer that which is already true, that you gladly give yourselves over in joyful expectation of your species' release from the bonds of isolate existence? Do you openly and uncoercedly welcome this small doom as a negligible price to hasten the end of the Chrysomallon Kiwa forever, to liberate your people evermore from the tragedy of isolate continuation?

    What can the Kiwa do, thse simple creatures knowing little more than hunger and satiation, long since having been convinced that the eschatological was necessarily soteriological? They give a great clacking acclamation.

    The Architect finish their careful weaving, and at once a thousand million shells compact in on themselves, the walls suddenly flat and matte [NON MECHANICAL] metal. Unaffected by the spray of cancrine blue blood into the waters, heedless of the Kiwa sacrifice spilling onto the sands below, the Architect rise out of the shelter to invite in those Kiwa who had failed to find a place with their fallen brethren.

    These lucky millions would feast, and the structure left clean.


    Faith: Great Project in the Plains of Sarkenos (75)
    Spoiler: A Song of Sand
    Show

    A dark vault, tainted forever by death, the sands picked clean--the Riftlings would consider this a perfect place. But the Architect know that isolate sensibilities do not that way tend. And so the project now becomes the Song.

    The Chora for years occupied the Seas-Not-Yet-Dead, and their harmonies lodged forever in the eternal memories of the Riftlings. The Architect think back to before their own origin, to memories of the clusters before, and begin to buzz in tuneless harmony. This song repeats without end, and they give the memory up to the Communion they work to build. This time, the sand itself is the target, and the Communion an open one--another innovation.

    The sand will sing, and isolates within this place will be calmed in their embrace. Which, tbh, in a Titan attack probably means something, right?


    Spoiler: Another Trade Deal
    Show

    Much like with the Spring and the Nacres, the Riftlings bring the Fertile Soil cast up by the Mother to the very edges of their lands, carting it to the merchants so that no outsiders step foot in the Dead Seas.


    Spoiler: On the Intrigue-ing Polar Developments
    Show

    It all reeks of treachery and likely goes back to the Stewards. The Riftlings will get to the bottom of it. Knowing Deep Blue to be an honest hivemind, they hire Costa Sereia to investigate. When new evidence, based partly on Stewards reports, point the fin at KNH, well. RFT will unravel this soon enough. Treachery all about.


    Spoiler: The Pax is Not Called Upon
    Show

    CRY has denounced the Pax, but has not left it.
    CRY has submitted to DPB.
    CRY has not invoked the Pax.
    DPB sanctions SEN's invasion as sport.
    SEN plays the game.
    The Pax stands ready, but this is not a break.


    Spoiler: Praise for Seatide
    Show

    The Spiritual Leader to the Unguided Isolates make their way to the waters of the Pepsin to attend the opening of the Polar-Confederate International Bank as the official delegation of the Riftlings Many. The Leader observe in official capacity, offer many platitudes of praise, noting that the currency union will only further strengthen bonds and promote peace, and eventually they corner the highest official they believe they can reach.

    We, the Spiritual Leader to the Unguided Isolates, bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. We rejoice in your dedication to promoting global peace, and we are glad to announce our forthcoming adoption of your currency, once it is mechanically possible. We also hold you in the highest esteem owing to your dearness to our friends, the Gravetenders, and so we have every confidence that we can rely upon you to use your discretionary powers over financial activities to encourage peaceable action. Should a nation prove a threat to all others, we trust you will make them an economic pariah. We again remind you that our powers stand ready to bend to your will where necessary and feasible.


    Spoiler: The Titans Are Coming
    Show

    The Riftlings have always promised to be ready when the Titans come. But they remain silent on this issue. Instead, for the last years, their attention has been focused on their regained lands. The few reports brought out by the Graftsmer speak of Kiwa trooping out to great projects, from which few return, Kiwa traveling to conferences, from which few return, and endless Kiwa vanishing into the rifts. Something is brewing, and the Kiwa seem to embrace this coming end.


    Non-actions:
    Allow ESP to copy Censer if they desire
    Accept no trade goods nor tech.
    Resist literally any assault I can
    Accept literally anything the Gravetenders do--explicitly trade route

    Diplomacy: -
    Military: -
    Economy:
    Faith: +2
    Intrigue:
    Last edited by Lumaeus; 2022-11-05 at 11:52 PM.

  18. - Top - End - #378
    Barbarian in the Playground
     
    Rolepgeek's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 14


    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, Deep Blue 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 The Lady In Pink emerges, they find themselves compelled by a dictate beyond mere code.

    The Lighthouse’s investigation discovers the Source to be in Region 30 - It will still need to be pinpointed, however.

    To the north of Aelwyd Adferiad, where clear waters give way to boiling brine and the seafloor falls away precipitously, clouds of silt and dust begin to rise and spread in the wake of earthquakes that grow more and more frequent over the course of a week, until they are practically continuous.

    An enormous Draig - not just a Behemoth, but a Colossus. Covered with an azure shell mottled with darker stripes, nearly forty-five meters from head to tail, and two-thirds that length across, with overdeveloped claws. With a snap of its right claw, a brilliant flash of light that flashes forward, flash-boiling the water even forty meters away. With a snap of its left, a thunderous burst of sound that trembles the very foundations of the sea.

    A declaration of ownership soon resounds through the seas as the Residuum is reformed by their new master - for not even the greatest among them could hope to oppose Tadgceallachmarix, The Thunder That Burns.

    Still, it appears the new leadership of the Draigiau Residuum - a triumvirate known as the Three Claws - departs in focus very little from that of the old leadership, though their forces have grown slightly - the DRG now has 5 units.

    The Three Claws:
    Diplomacy - 8
    Economy - 6
    Military - 6
    Faith - 8
    Intrigue - 4

    KNH Artifact from Prize of the Depths: [wip]

    [Action - Economy] Begin rebuilding Trade Post 3 in Region 59 [2/3] - The Abyssal Stewards continue to repair the damage wrought by Mammos...

    [Task] New Perspectives - New players on the world stage bring new perspectives on architecture, craftsmership, and artisanry. Their skills should be recorded too.

    (Task: Contribute to the writing collections of the Stewards! Only available to countries which did not get a chance to contribute to the Coraline Compendium, Neritic Manuals, or Verglas Volumes.
    Reward: +2 Favors (max)
    Penalty: None.
    Deadline: End of Round 17.
    Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

    [Action - Intrigue Special]Procure Spy -

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

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

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

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

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

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

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

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

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

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


    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)


    Baran Hallus’s experience in the Wastes is one few outside or inside the Chora have shared - a profoundly personal journey, and one that appears to have led them towards introspection.

    Living Dreamers attempt to convert Holy Site 1 in Region 5 and Holy Site 2 in Region 6 to The Dreaming Dead!

    Spoiler: missed previously
    Show

    Living Dreamers attempt to convert Holy Site 2 in Lupomata (4) and Holy Site 1 in region 29 to The Dreaming Dead!

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

    Rolls


    [Task] Fresh Stories - New players on the world stage have fresh stories. Their tales and myths deserve remembrance in song, and might unveil new paths on a Songline.

    (Task: Contribute to the writing collections of the Chora! Only available to countries which did not get a chance to contribute to a Songline previously. Reward: +2 Favors (max) Penalty: None. Deadline: End of Round 17. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires. )

    [Action - Economy] Lowpeak Reef Precautions - The Eel Without End is dangerously close to Lowpeak Reef - the Chelonian Chora are hard at work to make sure that if the worst comes to pass, the Reefbacks will stay safe.

    [Action - Faith Special]Unveil Artifact - Jasima Kute, The Listening Mirror - Reduces Distance penalties by 1 point 1/turn.

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

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

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

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

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

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

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

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

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

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


    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.


    Close to a year passes before an official response to Marcion's dissertation is received by the Sakura Primarch- the Mensa Rectores found their analysis of historical theology among the Sakura-jin impressive and informative, with a particular interest taken in Marcion's capacity to tease out subtle nuances within various sub-sects without being consumed by zealotry.

    It is with pride that the announcement is made: the Primarch is to be given unrestricted access to the Anamorphic Canon for personal study, as are any of their designated inheritors. Primarch Marcion themselves is invited aboard one of the Rector's vessels - the first entity to be so invited in centuries, at the least. What they find inside may change the World Garden - or at least its Primarch - forever.

    Genus Taxonomia Vadosus Mare Completion Results - [wip]

    Results of Side Effects May Include (SKR only) - SKR has a -1 penalty to all Faith and Military rolls and a +1 bonus to all Intrigue and Economy rolls for three turns.

    Trawling Beast Investigation Results, COS edition - [wip]

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

    Rolls


    [Task] Hidden Gems - The newest players on the world stage might have knowledge of additional elusive or rare species the Nacres have yet to see. It would be ideal to learn of such creatures.

    (Task: Contribute to the writing collections of the Nacres! Only available to countries which did not get a chance to contribute to a Genus Taxonomia previously.
    Reward: +2 Favors (max)
    Penalty: None.
    Deadline: End of Round 17.
    Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

    [Circumstance] Requisite Repairs - After an incident involving a Nacre sphere experiencing a travel delay and being lightly impacted by a Trawling Beast, it is currently undergoing repairs near the northern border of Ke Yi Ade (127).

    (Circumstance: The Divine Nacres are repairing a damaged city-sphere near Ke Yi Ade. Benefit: Unknown. Penalty: Unknown. Duration: Unknown. Details: The Divine Nacres may request assistance with these repairs.)

    [Action - Economy Special]Create Specialized Ship - The Inoculum

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

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

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

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

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

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

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

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

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


    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.


    LUX becomes Envy of the World…
    LUX may construct a World Wonder in The Glossian Sea (135)! World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder.

    Round Opener Addenda: [wip]

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

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

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

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


    Spoiler: Permanent
    Show

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

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

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

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

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

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

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

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

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

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

    [Ignominy] Stigma, Scandal, and Shame - (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
    Last edited by Rolepgeek; 2022-11-05 at 02:51 PM.
    Sincerely,
    Role P. Geek

  19. - Top - End - #379
    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] Asset Swap and Currency Issue (4/5)
    Numerous member drifts transfer debts and assets owed to them to the PCIB and receive newly-printed bank currency in exchange. The new portfolio of debts and other assets will provide the financial underpinning that will back the new Polar Banknotes. With Seatide's merchant drifts now paying for services in "Polars" the currency rapidly comes into common use.

    [Economy] Public Opening (5/5)
    In a grand ceremony, the Polar-Confederate International Bank opens to the public! With the bank officially opened, it can now service smaller banks and institutions, welding disparate regions into a single, unified economic zone!

    Spoiler: Effects (Approved)
    Show
    Polar-Confederate International Bank
    A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
    Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
    +2 increased Treasure cap
    May spend 1 additional treasure on Economy actions within it and other member nations
    May transfer 1 treasure to another currency user 1/turn.
    The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.


    [Economy] Invent Technology: Traveling Scholars
    Spoiler: Effect
    Show

    Traveling Scholars. A semi-formal system of traveling scholars who move locations on a regular basis, spreading knowledge and providing high-quality education to potential new leaders. Effect: Roll and drop 1 additional d4 when adopting a new non-dynastic ruler. Resource requirement: Talented or Knowledgeable Labor.

    Patronage of the arts and sciences is nothing new in Seatide, but with Seatide's growing wealth comes a new class of scholars: Traveling tutors. These ascetic scientists and artists break from their Drifts, choosing instead to travel from place to place, exchanging ideas and providing high-quality education. These scholars charge nothing, instead surviving on the gifts of well-to-do patrons, while teaching anyone who wishes to learn.

    [Diplomacy] Transfer TP 69.3 to the Shark People in exchange for a promise not to raid Seatide Merchants or Assets
    While many councilors raise salient points about the dangers of appeasement, Seatide ultimately decides to go forward with their treaty with the Shark King: Seatide will transfer a reliable food source to the Sharks in exchange for a promise to respect Seatide's Drift-caravans and assets.

    [Diplomacy] Attend Oceanic Advances in Science International Symposium (OASIS)!
    Subactions: Provide 2 1-wealth grants to the best presenters at the Conference
    A few Seatide representatives are sent to the Conference to scout for potentially useful innovations and hand out grant money.

    [Economy] Impress Merchants in 101 using Stripdrill Hyphenae
    Seatide continues to expand its merchant network to fresh markets.

    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
    Trade Traveling Scholars to Miru Miru in exchange for Bioluminescent Navigation
    Trade Traveling Scholars to Lux Glossia in exchange for Filtration Grafts
    Trade Traveling Scholars to the Cyphiri Union in exchange for Electrodialytic Staurozoa
    Trade Traveling Scholars to the Lighthouse in exchange for Radiant Spheres
    Trade Traveling Scholars to the Order of Knights of the Ironkelp of First-King John of Ruhum in exchange for Supermarine Artillery
    Permit Shifting Ennead forces to pass through Seatide unopposed

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=792

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Azure Gleam
    Diplomacy: 6 (+1)
    Military: 3
    Economy: 10
    Faith: 2
    intrigue: 2

    Military Units: 6

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

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

    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.
    Bitter Tourism (Permits actions and troop movement across glacial (black) borders) Prerequisites: Heat Source.


    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: 6 (+3 / Turn)

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

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

    Favor and Reputation:
    Abyssal Stewards: 1 Favor
    1 favor from the Cryptid Congress for giving them a free technology
    1 favor from Cyphiri for intentionally losing a PRS Slot
    Last edited by Talis; 2022-11-05 at 09:58 PM.

  20. - Top - End - #380
    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 9
    Faith 10
    Intrigue 1


    Actions-

    Economy Build the Cathedral
    Economy more Cathedral building
    Economy Finishing the Cathedral
    All successful!


    If you don't know what this means, you don't need to.

    Economy Petrix attempts a buyout of 117.2

    The Nacres couldn't supply a light source, so Petrix must do it themselves.
    Success!

    Economy Petrix attempts to impress the merchants of 133 on behalf of The Black Pearls, using Fruiting Mangroves as a source of food.
    The Black Pearls are hurting, their heir should help.
    [B]success?[/roll]

    Faith Pray for successful Cathedral building.

    Our prayers, if redundant, were at least successful

    Non-action: Project Eusebia teaches the territory of Deep Blue through the Gravetender cultural exchange!

    Growth +1 Economy

    New stats:
    Diplomacy 10
    Military 8
    Economy 10
    Faith 10
    Intrigue 1

    Rolls


    More rolls
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  21. - Top - End - #381
    Bugbear in the Playground
     
    Lleban's Avatar

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

    Default Re: Empire 7: Into the Depths IC Thread

    The Cryptid Congress

    Shah Honorebb Qualodias IV


    Diplomacy 5
    Military 2
    Economy 10
    Faith 3
    Intrigue 6 (+2)

    Actions
    rollz

    Military Defend myself from EVVILLL (no units)

    Intriuge Raid region 68 tp 2 from SEN

    Intrigue Infiltrate Sen

    Intrigue Slander Sen with the Chelonian CHora

    Intrigue Slander Sen with the Abyssal Stewards


    [/URL]Accounting
    City: Cryptlantis +1 buyouts
    Treasure: 0
    Non Actions
    assisting the conversion of 81's holy site

    News and Rumours

    1. Shah Honorebb Qualodias IV Denounce
    2. 2
    Last edited by Lleban; 2022-11-06 at 01:00 AM.
    Beautiful Avatar thanks to Gengy


    Hangs out on the World building forums

    Giantitp projects: Caligoven the toxic seas, Baalbek Empire!3, Coatl Empire!4, Short and sweet world building
    Personal stuff: World of Tieg, Nexus: City of the Multiverse, Forgotten Planet Lost Between 2 stars, World of the 9 gates
    Spoiler: The gift that keeps on giving
    Show
    Spoiler: and giving
    Show
    Spoiler: and giving some more
    Show
    Spoiler: Metric tons of giving
    Show
    Spoiler: Keep going
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    Spoiler: Suprise
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  22. - Top - End - #382
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

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

  23. - Top - End - #383
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Fifteen: Begin
    Years 43 - 45

    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 40 - Year 42

    Rules Alerts and Changes!

    Discovery!
    Explorations, prospecting, and other news from afar



    Significant information emerges from where it was buried in Lojanese bureaucracy some years ago: the Losinka Alaku’s chemical analysis of the toxic brine suffusing the wastes southeast of the Republic. The soupy liquid seems to have potent properties, and perhaps something of value could be distilled from the uninhabited waters.
    Round 14: LOL prospected W26, discovering 1 TP of Chemical Brine!

    Carefully maneuvering out of the newest Lux-Glossian outpost in Deepdrift, the Yellow Shade’s party travels eastward. To their surprise, though, the seafloor drops rapidly upon passing the Gravewater’s northernmost seas, and they are unable to follow it safely. Just at the point where the ground sinks, though, are colonies of smaller sea slugs poking above and below the sands. The encounter could only be described as somewhat awkward, given the expedition party was primarily made up of Lysimian sea slugs itself. Nonetheless, their larval shells scattered across the bottom are just as spiny as their bodies, unlike any they had seen before. In other species, thorns often act as a clear sign of potential toxins, so the explorers decide to leave them be and turn back, running low on supplies.
    Lux-Glossia investigates northeast of Region 78 and discovers Region 82, a Fathomless (Depth 2) region with 1 Trade Post of Thorny Nudibranchs!

    In the west, where the cold surface current forces the cusp of the Wastes to yield, even for a little, before whipping around into an even colder deep current, the herring of Deep Blue are able to venture farther than expected into this hostile environment. Above them, loose floes of ephemeral, insubstantial ice flakes create a whirlwind of streaks, tricks of the light illuminating the sick brown and grey of dead silt swirling in the rich clear blue. Caught between toxin and a cold place, they continue on, using the layer of disorientation to stay level in the water column. No seafloor can be found, not by weak eyes nor shimmers on the scales. All that is sensed is a steady pulsing, fluttering in many directions, but so weak that Deep Blue fails to reject the possibility of an error.
    Deep Blue sends an expedition west of Region 56 and discovers Region W25, an uninhabitable Wastes region,

    Eager to continue expanding their world, a party of Rahaa and Kejatara are sent north. Leaving the Rim of Rahakera, the party head towards the northern rim of the valley. Travel is easy, but the light begins to grow dark as the seafloor drops, seagrasses yielding to sand and stiff corals, to red and orange crusts that scrape and leave a bitter flavor in the Rahaa’s mouth. Pushed near to the limits of their swim bladders, the Kejatara do their duty to lead on, but guide the group to a cliff that goes down, down….down. Frigid water rises from the depths, a palpable layer even though all that can be seen is the deep, endless blue. There is no food or rocks to scrape here, no sign of any scrap of life. Unsure whether or not to turn back, they unknowingly linger until the water above turns red with the setting sun, and night falls as stars rise from the deep. Great jellyfish, at least twice as wide in their curved, rigid bells as a Rahaa is long, drift upwards with glowing spots and trailing tentacles that branch off into thinner and thinner strings. Content with the size of their report, the Kejatera lead their group back home, though the chill only leaves once they are safely back in the Rim.
    The Peacekeepers of Surunung investigate north of Region 155 and discover Region 158, a Fathomless (Depth 3) region with 2 Trade Posts of Hardbell Jellyfish!

    Following the cloud of poison northwest, the Medusae are well prepared from the stories of other scouting groups, and push steadfast into the Wastes on Big Boulder. Instead of the smooth, or at least worn, seafloor that is typical in most of the world, they find jagged rips and tears, sharp and shallow crevices as if gouged out by a giant claw only days ago. Even at the edge of the territory where fresh seawater is still in reach, the rock is oddly smooth, and vegetation is sparse - thin crusts that are fought over by the tiniest of creatures, a dozen small chitons fighting for a piece of a sand-dollar sized ground while a completely bare rockbench is nearby. Fallen columns reach for the surface, forming spines that just barely cut through the gloom. In some areas, these columns form small caves and tunnels where they meet, and inside are strange, unliving corals, made of an odd material. As the Medusae proceed, they find something that has rarely been seen before in the polar regions - a dark, looming shape clarifies into a cliff, not leading down into the depths, but up to the surface and beyond. This cliff is rooted in larger columns of the smooth rock, fallen in every configuration, and the movement of water tells them that a gentler slope may lead to the surface as well. Stronger waves of toxin and ruin emanate from this place, however, and the Medusae are forced back.
    The Eternal Spring explores west of Region W22 and discovers Region W21, an uninhabitable Wastes region. They discover 3 Trade Posts of Degraded Superpolymers!

    Refueled after delivering Baran, Rendal Belar guides his crew south to the remaining uncharted Wastes. Well-accustomed to the task of navigation and charting these areas, the crew sets to their task as familiar dark water envelops them. A striped, rectangular boulder is marked and drawn, lying across coarse grey sand. Another, a few minutes later, and as the ship banks around a seamount, Rendal begins to be able to predict the sightings of these rocks. Here and there, the red striped rock is broken or crumbled, but a definite trail forms, as the rocks grow larger, until the Wayfinder sails over what can only be a quarry of staggering size. Large pits have cored the sea, wide enough to fit the Wayfinder and more easily, and deep enough that the bottom cannot be easily seen. Inside, the grey sand can be seen to persist for a few meters before changing into this rock, and cornered tunnels cut holes into the rock layer. Glowing cubes are intermittent, but line the edges of the pits and, presumably, are present inside the tunnels. Rendal takes one cube, sliding surprisingly easily out of its place, and finds it a crystal full of thin glowing veins, emanating a soft purple. The Wayfinder lingers only long enough to take accurate measurements before continuing on with their survey. As they return home and enter the sunny clear water, Rendal discovers that the light of the cube has turned bright red.
    The Cyphiri Union sends an expedition south of Region 123 and discovers Region W36, an uninhabitable Wastes region. They discover 3 Trade Posts of Crystalized Script!

    Though it takes years, scavengers and seekers eventually find the most significant items unearthed by the Trawling Beasts in the Mandala - a vast network of catacombs, filled with the worked and carved remains of generation after generation of deceased scholars. Unfortunately, the prospect of selling these venerable remains infuriates many of the historically or spiritual inclined - and many more fear for the loss of their prestigious positions if the scholars’ services are phased out in favor of such an industry…
    COS prospects 103, replacing the existing 1 TP of Adventuring Scholars with 1 TP of Scholar’s Scrimshaw! COS may revert this change this round as a non-action.

    With the aid of the Abyssal Stewards and their own efforts at breeding pressure-resistant herring, Deep Blue finally penetrates the depths along the route leading to more temperate waters. These explorers rapidly make contact with the locals when they’re attracted to the herrings’ light sources, discovering a strange society of creatures who live their entire lives in darkness, following the contours of the seafloor. Deep Blue’s exploration subroutine is able to simulate trade with the creatures, emerging from the depths with fewer lights but greater wealth.
    DPB sends an expedition to 177’s seafloor, discovering two Holy Sites controlled by Skinswapper Cult, a Desired Import of Light Sources, and gaining 1 Treasure!

    Though the dominant mood in the Cyphiri Union regarding Region 121 is for a slow, constructive approach aligned with the suggestions of the Chelonian Chora, Baran Hallus realizes that the region lies along the likely path of the Trawling Beasts. Shepherding the Beasts out of civilized waters as quickly and safely as possible takes priority over the desires of his supporters, and so the Union hires mercenaries equipped with specialized biofiltration grafts to deploy the Divine Nacres’ bioweapons in the region. The Heartstopper Mold and Breathstealer Algae are wiped out completely, and the waters are breathable in time for the Trawling Beasts to pass through… but the region’s ecology will be quite primitive for some time to come.
    CYP decontaminates Region 121 using military Disinfection Protocols! CYP gains 1 Reputation with the DNA! All Trading Posts in Region 121 are destroyed! Colonization attempts will be made against a TN of 16, and until the region has a Trading Post, it will not be possible to Settle it.

    Class Opala delves deep into the wastes to the west of their home waters, the bubbleship now specially outfitted with foreknowledge of the challenges to come, and fresh air resupplies are made readily available at all edges of the choking waters their unaided compatriots can reach. They use these to create stockpiles in the small pockets of clean water previously charted, and soon have a means of supporting even an exceptionally penetrative course through the muck- and rot-strewn waters - which is exactly the course they take. It takes months, but finally they reach a clearing of sorts; while the water is by no means safe here, as evidenced by one crewfish excitedly bursting outside and rapidly toxifying, it does not obstruct vision as it did through most of the rest of the wastes. And the crew can see what must be hundreds - no, thousands! - of sickly yellow statues of all shapes and sizes distributed haphazardly throughout the clearing, some even broken or on their sides.
    More concerning for the crew, they report, was the fact that each and every single one with anything resembling eyes has had them trained squarely on the location from which the Class Opala first emerged into the clearing.
    MIR prospects W37, discovering 1 TP of Brimstone Idols!

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

    Trade Routes
    Lux-Glossia establishes a Trade Route with the Splendid Miru Miru!
    The Splendid Miru Miru establish a Trade Route with the Hymenocera Expanse!
    The Gotezhar establish a Trade Route with the Lojanese Republic!
    The Gravetenders establish a Trade Route with the Riftlings Many!
    The Cyphiri Union establish a Trade Route with the Kar-Nath Hegemony, losing 1 CCA Rep in the process

    Pfilghol settles Region 105! Region 105’s resource is now set to Rotweaver Worms

    The Order of the Ironkelp presses a Marriage Claim on Region 112!

    The Kar-Nath Hegemony spends 4 actions to complete the Great Project: Office of Chain Wardens in Region 77! +1 defense against secret actions

    STC completes the Polar-Confederate International Bank Great Project
    Spoiler: Bank
    Show
    A central bank established under the authority of the Seatide Confederacy to weld various trade interests into a single market. The bank consolidates the assets, accounts and debts of member states, issues a common currency backed by those accounts, and services transactions between members.
    Effect: Any nation in contact with the Seatide Confederacy may adopt the Arctic Exchange Currency as a 2-action project. Nations using the common currency gain the following benefits:
    +2 increased Treasure cap
    May spend 1 additional treasure on Economy actions within it and other member nations
    May transfer 1 treasure to another currency user 1/turn.
    The Seatide Confederacy (or current controller of Seatide) automatically counts as a currency user. Additionally, the bank's controller can kick members out of the union, or block any of the above "bank actions" as a nonaction.


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

    Lux-Glossia and the Shifting Ennead establish a Cultural Exchange together!
    The Gotezhar and the Lojanese Republic establish a Cultural Exchange together!

    Lux-Glossia hosts the wildly successful Oceanic Advances in Science International Symposium! The event is widely attended by delegates, representatives, and competitors from across the world in the first ever global exchange of science and knowledge. A collaborative mural is assembled and displayed with honor, and awards granted to the representatives of the Eternal Spring, the Shifting Ennead, the Cyphiri Union, and the Lambent Syndicate for winning first, second, third, and fourth price respectively for their abstract submissions. Scientific achievements are far from the most impactful earned at this event, though, and many countries swim away with new trade, technology, and other assorted deals.

    Sways and Impresses
    Costa Sereia Sways the Mercantile Support in Region 117 with Pure Berries
    The Gravetenders Sway the Mercantile Support in Region 81
    The Kar-Nath Hegemony Sways the Aristocratic Support in Region 77

    The Seatide Confederacy Impresses the Mercantile Support in Region 101 with Stripdrill Hyphae
    The Sakura Jin Impress the Mercantile Support in Region 133 on behalf of the Black Pearls using Fruiting Mangroves
    The Mohegan Regime Impresses the Aristocratic Support in Region 112

    Trade!
    Buyouts, trade routes, and other economic shenanigans
    • The Splendid Miru Miru buy out Trade Post 3 in Region 155 for Basalt Structures
    • The Splendid Miru Miru buy out Trade Post 2 in Region 5 for Waveweed Root
    • The Gotezhar buy out Trade Post 3 in Region 130 for Mineblossom Sponge, supported by Costa Sereia
    • Costa Sereia buys out Trade Post 1 in Region 60 for Fertile Soil, supported by the Eternal Spring
    • The Seatide Confederacy gives Trade Post 3 in Region 69 to the Shark People
    • The Lojanese Republic buys out Trade Post 1 in Region 6 for Selachian Mercenaries - look for LIT resist roll
    • The Hymenocera Expanse buys out Trade Post 1 in Region 30 for Branch Coral
    • The Sakura-Jin buy out Trade Post 2 in Region 117 for Bioluminescent Tunicates
    • The Magaramachi buy out Trade Post 1 in Region 154 for Bloodripper Eels



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

    The Cyphiri Union sets the 25 HS bonus for the Cyphiri Way - Prophetic Education
    The Gravetenders sets the 15 HS bonus for the Blossoming Sequence - 2d8 for Reaver Defense
    The Order of the Ironkelp sets 25 HS bonus for the Middish Way to +2 leader loss rolls
    The Hymenocera Expanse organize their faith - Uplift Reverence - and choose the bonus of +1 to Sway rolls
    The Order of the Ironkelp Knights successfully complete the repairs to their holy order after wreckage by the Trawling Beasts

    ESP converts Holy Site 1 in Region 61 from the Glacial Gods to the Eternal Communion
    ESP converts Holy Site 2 in Region 61 from the Glacial Gods to the Eternal Communion

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    The Splendid Miru Miru develop a new technology, Bioluminescent Navigation!
    Spoiler: Bioluminescent Navigation
    Show
    Prerequisites: Photospore Signaling
    Effect: Allows traversal of Depth 1 regions.
    Fluff: Using photospore organisms that have been genetically modified to have a particular protein composition, originally based on the ones used for the Taika's secretive communication network, it is possible to generate microorganisms that radiate a variety of colors, even deep in the sea. Through the usage of a color coded system, it is simple to clearly mark the level, type, and source of danger in dark expanses. Of course, this can also be used to selectively illuminate civilian routes, work as markers for the trip back, and be used in a standard Taika messaging system.


    The Divine Nacres build a Specialized Ship - The Inoculum

    The Chelonian Chora construct an Artifact - Jasima Kute, the Listening Mirror

    The Seatide Confederacy develops a new technology, Traveling Scholars!
    Spoiler: Traveling Scholars
    Show
    A semi-formal system of traveling scholars who move locations on a regular basis, spreading knowledge and providing high-quality education to potential new leaders.
    Effect: Roll and drop 1 additional d4 when adopting a new non-dynastic ruler.
    Resource requirement: Talented or Knowledgeable Labor.


    The Lighthouse develops a new technology, Radiant Spheres!
    Spoiler: Radiant Spheres
    Show
    Requirements: Indah's Embrace Technology, Gems, Photospore Signaling
    Effect: Access to Depth 2 Regions
    Building upon the personal-sized designs of the Indah's Embrace technology the gang leaders and fanatical thugs of the Lighthouse have expanded the crystallian-based technology into small house-sized projections. Dimensions fitted for small crew operations, with storage space for both weaponry or civilian tools, and a refracting system utilizing the artificially enlarged gem base structure to light the path in the deep darkness. When utilized in combination with Indah's Embrace these mass-produced synchronized vessels can attain unseen depths.


    The Magaramachi develop a new technology, Blood Algae!
    Spoiler: Blood Algae
    Show
    Military slot: Sappers and Siege Weapons
    Pre-reqs: Supernatic Propogation
    Effects: +20% enemy casualties, +10% own casualties in depth 0 regions
    This dull green algae infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propogation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there gives some protection - or at least some chance of avoidance - but its infectious growth is impossible to totally avoid. The main defence is getting deep enough that the surface growing algae ceases to be a problem.


    The Riftlings Many make an artifact - The Hammer!
    Effect: When the owner of the Hammer contributes three actions to the same Great Project on the same turn, the Project moves four steps towards completion.

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

    Pfilghol recruits General Sigska, The First Commander (Mil 7) with TD “Just Do Better” (+2 to battle rolls)

    STC loses one unit due to surpassing their Unit Cap!

    SUR recruits General Jejapang Keja (10) with an unspecified Tactical Doctrine

    Lighthouse invasion of Region 15
    Spoiler
    Show
    Led by the Tarnished Lamplighter (Military 5) with Military 10 Ruler, 1 LIT Unit invades Region 15, using Death Commando Training and attempting to use Golden Victory At All Costs, facing off against 6 units of native defenders led by a Military 8 commander, attempting to use Guarded Approach!

    Native defenders win Tactical Maneuvering, successfully utilizing Guarded Approach! (-2 battle roll, -20% own casualties)

    Region 15 Victory! LIT loses 1 unit!


    Lighthouse invasion of Region 22
    Spoiler
    Show
    Led by the Everscintillating Gold-Fin (Military 9) with Military 10 Ruler, 2 LIT Units invade Region 15, spending 1 Treasure, using Death Commando Training, bearing the The War Palanquin of the Anointed Dead, and attempting to use Golden Victory At All Costs, facing off against 2 UNI units led by The Crumbling Visage (Military 4) with Military 9 ruler, attempting to use Tireless, and 1 unit of Region 22 Aristocrats!

    LIT wins Tactical Maneuvering, successfully utilizing Golden Victory At All Costs (+7 to battle, +20% own casualties, -20% enemy casualties, -4 own leader loss)

    LIT Victory! LIT gains control of Region 22! LIT loses 2 units! UNI loses 1 unit! The Everscintiliating Goldfin is captured by The Unity!


    Lambent Syndicate invasion of The Abyss (Region 21)
    Spoiler
    Show
    Led by the Netra the Rubicund Fist (Military 8) with Military 10 Ruler, 4 LIT Units invade Region 21, using Death Commando Training, and attempting to use Victory Is Life, facing off against 4 UNI units led by Grinmaw the Calamitous (Military 9), attempting to use Tireless, and 1 unit of Region 21 Aristocrats!

    UNI wins Tactical Maneuvering, successfully utilizing Tireless (-10% own casualties, +2 to own leader loss rolls)

    UNI Victory! LSD loses 2 units! UNI loses 1 unit!


    Magaramachi invasion? of Region 154
    Spoiler
    Show
    Led by the Tiny (Military 7) with Military 10 Ruler, 2 MGM Units attempting to use Carnage face off against 3 MGM units led by Bigger-and-Meaner-than-You (Military 5) with Military 10 Ruler, attempting to use Unyielding Force!

    MGM(BAMTY) wins Tactical Maneuvering, successfully utilizing Unyielding Force (+20% own casualties, +2 to battle roll)

    MGM(BAMTY) Victory! MGM loses 2 units!


    Lojanese invasion of Region 12
    Spoiler
    Show
    Led by General Zabkrew (Military 9) with Military 8 Ruler, 4 LOL Units invade Region 12, spending 2 Treasure, and attempting to use Graceful Show of Force, facing off against 4 units of native defenders led by a Military 8 commander and attempting to use Unyielding Force!

    LOL wins Tactical Maneuvering, successfully utilizing Graceful Show of Force (TM +1, -20% casualties (both sides), +12 enemy Leader Loss, +2 own Leader Loss, Free Sway attempt against random support)

    LOL Victory! LOL gains control of Region 12!


    Lojanese invasion of Region 14
    Spoiler
    Show
    Region 14 is undefended. LOL gains control of Region 14


    Shifting Ennead invasion of Cryptoclysus (Region 84)
    Spoiler
    Show
    Led by Tulticius (Military 8) with Military 8 Ruler, 6 SEN Units invade Region 84, spending 1 Treasure, and attempting to use First to Kill, facing off against 1 DPB unit led by Pale-Eyed Sentry (Military 5) with Military 10 ruler, spending 1 Treasure, and attempting to use Skirmish, and 1 unit of Region 84 Aristocrats!

    SEN wins Tactical Maneuvering, successfully utilizing First to Kill (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides)

    The Shifting Ennead show they are willing to back their demands with force by marching six units lead by General Tulticius(Mil 8) into Cryptoclysus with orders to use First To Kill. Taking up skirmish positions ahead of them are the Cryptids and their Deep Blue allies, massively outnumbered with only two units under the command of the Pale-Eyed Sentry (Mil 5) attempting to Skirmish.

    The concerns Ennead leadership had for their tactical capabilities turned out to be needless as they take a strong position from which Tulcitius can drive his Beaks into their foe.

    Despite the distance from SEN’s homeland, all of their troops arrive safely and battle is joined as CRY skirmishers emerge from behind a bleached coral reef. The Ennead troops are exhausted from their long march and suffer heavy casualties in the initial ambushes until General Tulticius can rally and organise his troops for a counter offensive. Once battle is truly joined, though, the advantage of numbers soon turns the tide. Once the blood clears, almost the entire combined Cryptid and Deep Blue army lays dead, but disaster strikes as it becomes clear that the few survivors fleeing the field have the captured General Tulticius in their custody. The victory was pyrrhic but it was a victory all the same.

    SEN Victory! SEN gains control of Cryptoclysus (Region 84)! SEN loses 2 units! DPB loses 1 unit! The Cryptoclysus Aristocrats lose 1 unit! Tulcitius is captured by DPB!


    Shifting Ennead invasion of Region 73
    Spoiler
    Show
    Led by Balelia (Military 9) with Military 8 Ruler, 5 SEN Units invade Region 73, spending 1 Treasure, and attempting to use Integrate the Captives, facing off against 3 units of Residuum Militia led by a Military 8 commander and attempting to use Unyielding Force!

    SEN wins Tactical Maneuvering, successfully utilizing Integrate the Captives (-10% losses to both sides, free Impress Aristocracy attempt on victory)

    A last minute change of plans sees the remainder of SEN’s forces - 5 battalions of Beaks - swimming towards Region 73 under the capable generalship of General Balelia (Mil 9), with no intention to deviate from their tried and true methods. The native commander, no slouch at military leadership himself (Mil 8) leads the three units of the natives and sets up a wholly offensive battle formation.

    The additional focus on maneuvering proved key as the preparation allowed General Balelia to effectively integrate her captives.

    The natives charge first but that’s just about the only thing that goes well for them this day. General Balelia’s careful leadership gives SEN the fortitude to withstand that initial clash and as the two sides withdraw to meet again, it becomes clear that native wounded are being tended and bandaged by Shifting Ennead soldiers. The native morale is hit as their aristocratic leaders realize that a victory may be impossible but more importantly a defeat survivable. The commander rallies enough troops for another attempt but their hearts are no longer in it, particularly after he is cut down. Leaving fully two thirds of their number either dead or being healed by SEN healers, the remainder flee and General Balelia carries the day, cowing the local aristocracy in the process.

    SEN Victory! SEN gains control of Region 73! The native commander is captured by SEN!


    Schemes!
    Coercion, betrayals, and spycraft

    ABS procures a Spy…

    Costa Sereia coerces Trade Post 2 for Liming Snails in Region 117

    COS investigates the cause of the Unruly Aristocrats in Region 77 - it appears that SeaNET and Deep Blue’s Ichthyosis Technicians were directed to undermine the support for the Kar Nath Hegemony’s current monarchy in the ranks of the aristocracy, but backtracing the directives and orders leads to a strange phenomenon - they do not appear to originate from any of Deep Blue’s known processing gestalts. Based on the evidence at hand, it appears that Deep Blue’s systems were used as a proxy, hijacked by another entity - and if one extrapolates from the route information, the nature of interference, and similarly available evidence of manifestation…all signs point to ultimate responsibility lying with Mammos - or some similar as-yet undiscovered entity with a similar set of powers and capacities.

    COS Trawling Beasts investigation - Though it takes the investigators from Costa Sereia some time to find a way to acquire significant information on the island of the Trawling Beasts, they eventually manage it with much the same results as reported by the Divine Nacres - but they observe one additional element of note (apparently either untrue for the island studied by the Divine Nacres, or unspecified in their report to the Cyphiri Union) - the entire area is covered in Trawling Beast Tracks. In fact, the massive, neatly stacked resource piles line up very neatly with the apparent paths that the Titans took across the island.

    The vast majority of the clergyfolk of Cryptoclysus see no cause to doubt their leaders in favor of the poisonous words of a foreign conqueror.

    Likewise the Draig of Aelwyd Adferiad have no love for the Shifting Ennead’s secret ploys to turn them against their new master and his representatives. Tadgceallachmarix, The Thunder That Burns, is their own, ancient kind, the kind worthy of veneration in legend and song as one of the great Wings of the World. The Ennead are murderers, liars, and thieves and should be denounced accordingly - a society led by carrion feeders who would sooner see the world rot entirely than watch it thrive, if their tentacles can not be gripped firmly about its throat.
    The Shifting Ennead fails to Undermine the Aristocracy of Aelwyd Adferiad!

    The Lambent Syndicate manages to find and retrieve The Radiant Sword - dim, but no worse for wear.

    Once thought slain during the conquest of the Cathedral of Movement, Malcolm (Intrigue 8 Spy) reappears, now in the service of the Draigiau Residuum, and interested in training a successor…

    Once in the employ of the Auros of Kaarme, That Which Slithers In Darkness (Intrigue 9 Spy) publicly declares their devotion and allegiance to The Unity, having apparently converted during their time out of the world’s view.

    Rumors say Alinus Ernost (Intrigue 8 Spy) has been hired - at no small expense - by the Monheganist Regime. Who knows how long they’ll remain…

    CRY tries to coerce Trade Post 2 in Region 68 from the Shifting Ennead for Edible Algae - but the local merchants are confident in the security of their trade as provisioned by the Seatide Confederacy.

    Barbeesha the Backbiter successfully infiltrates the waters of the Shifting Ennead. Her arrival is known, but agents of the Shifting Ennead are unable to pinpoint her precise location or the details of her growing network

    CRY successfully slanders SEN with the CCA and the ABS

    Terror!
    Violence, upheaval, murder, and destruction.

    The Mercantile Support in Region 49 becomes Unruly!

    The Shark People sack Trade Post 3 in Region 84 for Dragon Eyes!
    The Shark People sack the City in Region 51!

    Leviathan eats the Eel Without End (at least a nibble) - and then begins to fry…

    The Divine Nacres Holdfast in the Khandeeps (25), The Collegium of St. Harpax, is discovered in ruins, destroyed by unknown assailants! Though the Nacres have yet to conclude any investigations - and may encounter difficulties in attempting to do so, owing to the newfound absence of a Holdfast in the area - word quickly spreads of Kucen bodies and scraps of razorglass netting amidst the wreckage...

    Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the people who must survive such neglect.
    The following regions must have region write-ups submitted by the start of Round 16 or begin to suffer write-up related Unrest:
    5, 6, 13, 20, 64, 94, 104, 105, 117, 118, 179, and 187.

    The aristocrats in Pyl-Garat grow more demanding as progress continues on the Union Mercenary Exchange - if they are not satisfied, they are certain to cause trouble.
    If CYP does not acquire the Aristocratic Support in Pyl-Garat (129) before continuing work on the Union Mercenary Exchange, the Aristocracy will become Unruly at the start of the following Round! They may have further demands as the Union Mercenary Exchange continues to progress…

    Feeling neglected by their ruling bodies, disgruntled and displaced clergyfolk across the Southern Ridge manage to convince merchant classes that their rulers do not have their interests at heart!
    Taifre Mandala (103) Unruly Clergy Undermines Region 103 COS Merchants!
    Region 104 Unruly Clergy Undermines Region 104 PGL Merchants!


    Religious differences between their government and the locals sparks unrest in the Dunes of Revelations and Budak Perak.
    The Dunes of Revelations (17) and Budak Perak (18) Clerical Supports become Unruly!

    Having never recovered from Reaver raids decades prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
    Region 14 Mercantile Support becomes Unruly!
    Region 22 Aristocratic Support becomes Open!


    The remaining clansfolk of the Greenwater are no less obstinate for either crisis or conquest, and being treated like diplomatic pawns infuriates many - it is only the reassurances of the Shades and the reminder of the great respect so many owe to the Lux-Glossians which assuages their fears and frustrations.
    Region 41 Aristocratic Support remains Open!

    Not all Kiwa agree with the changes being undertaken by their spiritual masters in The Dead Seas - nor do the self-proclaimed Mer nobility. Before long, it’s clear that much of the enthusiasm that once marked Riftling relations with the Kiwa has diminished considerably.
    Region 66 Aristocratic Support becomes Open!

    The suggestion of selling off their ancestors’ bones infuriates many in Taifre Mandala for a multitude of reasons. Already frustrated, a number of the younger and more tempestuous scholars flock behind an especially traditionalist and xenophobic proctor - though the efforts made to aid in the precarity of the situation has many reluctant to get involved, and many who did still remember the kindnesses provided by the Sereia. It is likely that if their immediate concerns are resolved, the proctor is likely to lose any support for their rebellion.
    The Clergy of Taifre Mandala (103) rebel with 4 Units of Scholastic Recruits led by Proctor Samarda (Mil 3) - their demands are for COS to rebuild Holy Site 1 as The Examinations, and to revert the Prospecting resource change - but they are open to negotiation.

    In the north, religious tensions boil over into outright violence, triggered by the Trawling Beasts!
    Region 108 Clergy rebel with 3 Units of Peace Makers led by Finalist Uruza (Mil 4) - they seek to impose their faith on Regions 108 and 107!

    Reavers:
    126 Clergy
    113 Clergy
    118 Aristocracy
    64 Aristocracy

    The path of the Eel Without End is unknown while it remains in the unfathomed depths, but it does continue to flow - in fact, the tip of the Eel’s tail can finally be seen rising from the Maw, a great colorful spiked fan more than twice as tall as the main body of the Eel but less then a quarter as wide. The water crackles and hums around it, and a brilliant energy arcs out towards any nearby metal as it travels.

    The End is near.

    Spoiler
    Show
    EEL TPs at risk of damage or destruction; conversion effect magnified; Supports affected?


    The Trawling Beasts are successfully directed east, though their path does not match that hoped for by some - as they approach the islands and archipelagos of Dashasham and Dekapoloi, their travels betray a reluctance to emerge above the water before the journey’s end, a fact which leads the herd to mow through Region 117, Dashasham (119), and Cyph-Arel (122) before finally arriving in the newly empty waters of region 121 - and they do not stop there, but barrel through the region before traveling further on, deeper and further. The Abyssal Stewards send emissaries confirming that the beasts should now be safely traversing their historical deep-water migration paths for decades to come.
    [Spoiler=Trawling Beast Effects]
    Holy Site 2 in Region 117 is damaged, becoming Open!
    Trawling Beasts - 117-1,2,6 Holy Site 2 damaged becoming Open; TP 1 saved by quick thinking; no Unruly clergy (still roll) | 119-4,6,6 TP3 destroyed, TP1 damaged, becoming Open; resistance roll for unhappy Merchants | 122-2,2; Holy Site 2 destroyed, resistance roll for unhappy clergy | 121-nothing - and they do not stop, going further on, down, and into the unknown…

    The thousands of Riftling polyps bubbling up from the Maternal Fonts are suddenly joined by actual bubbles, of superheated sulfuric acid emerging from somewhere even deeper than the Ancient Ones. The seafloor shudders, and the water pulses in waves, the pressure growing greater, then lesser, then greater again; one of the Old Fathers is pushed from the edge of the True Deep, and is lost in the void.

    There is too little time to debate what these signs might mean before the question is answered. As in Aelwyd Adferiad, a second titanic Colossus Draig emerges from the depths, coated with a sleek, streamlined shell of deep red streaked with vibrant stripes that run most of the length of its body and over twenty-seven thousand Riftling polyps in length. As it rises, the water about its gills fills with clouds of burning acid, and its spit leaves a frozen trail of ice in its wake. The news spreads quickly: Gwraedfeidlaithe, the Fuming Ice, has awoken.

    The Vermilion Colossus Draig, Gwraedfeidlaithe, the Fuming Ice, rises up in The Dead Seas (60)!

    Organizations!
    GTZ completes a reefback nursery in New Korasoon (174) - Sweetnip Reef!

    CYP <Sings> successfully…

    The Lady In Pink Stares Into The Abyss and rises…

    The Sakura-Jin complete a Cathedral of Comprehension, and Primarch Marcion becomes a Child of Pearl, now bearing the honor of being considered an equal - an honorary member, in fact - by the Divine Nacres themselves.

    ESP and LIT successfully find their Sources

    Writing Collections
    MIR submits 2 entries to a Genus Taxonomia, gaining 2 DNA Favors.
    MIR submits 1 entry to the Coralline compendium, gaining 1 ABS Favor

    Reputation
    DPB spends an action to raise rep with CCA
    DPB spends a CCA favor to increase rep
    SUR uses an action to raise rep with the CCA
    DPB gains 1 Reputation with CCA from A Little Less Lonely Road…
    CYP gains 1 Reputation and 1 Favor with CCA from A Little Less Lonely Road
    MIR gains 1 Reputation with CCA from A Little Less Lonely Road
    SEN loses 1 Reputation with both ABS and CCA as a result of CRY’s Slander!

    Favors
    CYP uses Song of Inquiry at the expense of 1 CCA favor to ask about the location of their HQ on behalf of LUX.
    CYP uses Survival of the Fittest to ask DNA to coerce TP1 in 186 and TP1 in 66 at the cost of 2 favors.
    LUX uses Survival of the Fittest to ask DNA to coerce TP3 in 122, TP1 in 49, TP1 in 174, and TP 2 in 100 at the cost of 4 favors.
    HEX uses Gene Grafting to ask DNA to increase Lady Atyoida’s intrigue from 6 to 7 at the cost of 1 favor and her time.

    Prestige
    KNH completes a monumental undertaking and gains 1 Prestige - the Glacier Food Festival!
    GTZ completes a monumental undertaking and gains 1 Prestige - the Statue of Korasoon!
    MIR completes a monumental undertaking and gains 1 Prestige - The Statue of the First Bubble Bender!
    LIT is humiliated despite a (singular and pyrrhic) victory by the loss of their entire armed forces, including their greatest warrior, THE EVERSCINTILLATING GOLD FIN, to the vagaries of war, and a catastrophic showing against the natives of Region 15. LIT loses 1 Prestige!
    The Splendid Miru-Miru and the Surunung sign the Treaty of the Ravine, establishing GREG
    The Gravetenders exhibit a Great Work: The Silver Fragment Vow, gaining 3 Prestige!
    No bubbles no troubles

  24. - Top - End - #384
    Halfling in the Playground
     
    Lumaeus's Avatar

    Join Date
    Jun 2019
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    Default Re: Empire 7: Into the Depths IC Thread

    The Last Days
    of the
    Riftlings Many of the Dead Seas
    and the
    Chrysomallon Kiwa


    A Tragedy in Six Acts




    A Titan awakes in the Dead Seas and finds them empty...

    Spoiler: Act 1: A Legacy of Rot
    Show

    In Danabae, at the bottom of the Eternal Reunion, buried in the sand and sticky with the viscera that has oozed downwards, lie countless unusual objects. Studded throughout the ground, pointing every which way, are a number of unusual shells, black as iron and bright as gold. Their collective magnetism is just enough to give anyone who draws too close to the pit a sense of the uncanny.

    No creature in these waters has such a shell, and indeed, it isn't for leagues and leagues that anything of their like can be seen. Rise from the horrors of the pit and watch the work carefully, and soon it becomes clear that the task of recycling flesh is not lossless. Here and there, shreds drift off into a current that slowly but ceaselessly wends southwards. The waters carry the pieces of rot along with the other detritus of endless oceanscapes down towards the icecaps, and there in the lee of the great southern ice sheets, the pure waters carrying the death of the world grow foggy. The debris of trillions of plankton, millions of Mer, thousands of whales and leviathans and even the Titans themselves has made its way into the endless gyre of the Corpsefall Drift.

    Here, clear water ran thick as the strife in the world resumed, but it was swiftly picked clean by the local scavengers, the Chrysomallon Kiwa. In exchange, these cancrine carrion consumers grew numberless and fat. Now, the rich filth chokes out the very waters, and the ocean itself has become a septic stew--but where have the crabs gone?

    The eye cannot pierce even a fathom in these wastewaters, but no matter how long one searches, there is naught but haze and waste and rift, and absence.


    Spoiler: Act 2: A Legacy of Death
    Show

    Cold waters that whirl in gyre
    Choked thick with the rot of the North,
    Dead flesh rent to bits or entire
    From the Doflein fleshcycling spilled forth,
    See them strangle the plants and the sunlight
    See them drive out all things that have breath
    Let it darken the seas to the true night:
    The region of death.

    Where the Kiwa were gold and resplendent
    Picking clean the pure seas of the pole
    Now decay and despair are ascendant
    And the Riftlings push forth to their goal:
    When all hope in their oceans is vanquished,
    Communion alone shibboleth
    And nothing unhurt and unanguished
    Descends to their depth.

    Within isolation unending
    Communing within, not without
    The Mother's will, fierce and unbending,
    Proclaimed by the Youngest in shout
    No soul but Her children surviving
    No life but that found in Her Breath
    All toxic, and sterile, and thriving
    The region of death.


    Spoiler: Act 3: A Legacy of Hunger
    Show

    The Very Hungry Chrysomallon Kiwa
    With thanks to Eric Carle

    In the breath of the rift a little egg held to a stone.

    One Sunday morning, the warm hydrogen sulfide came up and--pop!--out of the egg came a tiny and very hungry Chrysomallon Kiwa.

    It started to look for some food.

    On Monday it ate through one shark fin. But it was still hungry.

    On Tuesday it ate through two discarded tentacles, but it was still hungry.

    On Wednesday, it ate through three godherring, but it was still hungry.

    On Thursday, it ate through four indistinguishable rotted chunks, but it was still hungry.

    On Friday, it ate through five hundred thousand Riftlings, but it was still hungry.

    On Saturday it ate through one piece of pelagic graftsmer, one Medusa leaf, one dragon tail, one Ennead Beak, one Nathi dissident, one Pepsin bell, one cryptid whatchamacallit, and one Gravetender pebble.

    That night it had a stomachache!

    The next day was Sunday again. The Chrysomallon Kiwa ate through one nice crunchy Kiwa, and after that it felt much better.

    Now it wasn't hungry any more--and it wasn't a little Kiwa anymore. It was a big, fat Kiwa!

    It felt a strong urge, called an inexorable compulsion, towards the rift. It crawled towards it for more than two weeks. Then it clacked its claws at the rim, crawled over the edge and...

    It was never seen again!


    Spoiler: Act 4: Dies iræ, dies illa, / Solvet sæclum in favilla
    Show

    Death comes to all creatures, it is said, and among isolates, this saying has always been borne out by the long years' steady decline. It was only among the Communion that this saying seemed false; who born of the Mother could know death, for who born of the Mother could know isolation?

    The seas have fallen silent.

    The Riftlings Many, firstborn of the Mother, have for the first time vanished from their waters. The Old Fathers, blessed by the Mother's immanence, have been swallowed by the seabed. The Mother Herself, ever present in the depths and the darkness, has closed Herself off from the world.

    The seas have fallen still.


    Across the Seas-Not-Yet-Dead, not a soul remains. Even the lingering Graftsmer, not yet driven to abandon their homes, have taken shelter in nearby settlements, knowing something terrible must have come. Where once life teemed in the trillions, perhaps the quadrillions, now there is nothing but cloud and chill.

    The seas have fallen cold.


    The Chrysomallon Kiwa are absent from all the waters of the world, the only evidence of their lives once lived the shells left at their worksites. Whatever the cost, the Riftlings have fulfilled their fifty-year promise. The Occupying Natives are no more, and the extermination long-foretold come to awful, sterile fruition. And yet who remains to rejoice?

    The seas have fallen barren.

    All about, the polar waters convulse with treachery, lifeblight, and Titanic uprising making turbulent a sea the Mother's children so long fought to keep at peace. The Medusae prostrate themselves before Avarice and seek forbidden secrets, the God-in-the-Fish lays its careful net and makes playthings of its foes, the Ennead march to bloody conquest, the Pepsin to financial hegemony, the Cryptids lash out blindly at the foes they failed to cow, the Nathi flail their way to brace for the coming cataclysm. The Gravetenders, noblest of the races in all the seas, find themselves alone, the the greatest pope the last in service of the Pax.

    The seas have fallen derelict.

    As the finality of the absence becomes clear, final messages are discovered, not carved into stone or whispered to confidants, but left in the waves themselves, the Communion carrying them onwards until they reach someone who knows to hear.

    We, the Diplomatic Ambassador of the Riftlings Many, give thanks from the Old Fathers, by the Youngest, in the name of the Great Mother. The Reef in Bloom and its attendees have always heard the truths we brought forth to share, and we pray they will listen even now that we are gone. Our last wish is the destruction of the Treacherous Stewards, and whosoever sees it done will have a miracle of the Mother.

    We, the Ambassador to Treacherous Isolates, bring condemnation from the Old Fathers, by the Youngest, in the name of the Great Mother. Even in our time of extinction we are attacked by treacherous aliens. We call on all who value sovereignty and peace to excise the treacherous Cyphiri and remove them from the Mother's waters. Whosoever sees this done will have an artifact of the Mother.

    We, the Architect of the Riftlings Many, bring triumph from the Old Fathers, by the Youngest, in the name of the Great Mother. Look upon our works, ye mighty, and despair! With faith alone we have wrought monuments unparalleled and brought prosperity to all who called upon us. We would see our work continued. Whosoever creates three works of similar glory in the lands of and at the behest of their neighbors shall be granted a miracle of the Mother.

    We, the Annointed Prophet of the Eternal Communion, bring gratitude from the Old Fathers, by the Youngest, in the name of the Great Mother. We have learned much from our neighbors, and though it were better had we never been forced into contact, your wisdoms have made us greater than we would have known. From the Medusa, we learned the strength of the Eternal Communion beyond our waters. Were it not for their eager understanding, we would not have spread word beyond our briny borders. From Deep Blue we learned care. Had we not been taught by them, we would have been an impulsive race, quick to anger and swift to denounce. From the Ennead, we learned charity, for who else would have reached out to defend a neighbor so battered by the Pattern's treachery? Had they not, we would have hoarded our treasures, our projects, our wonder. From the Pepsin, we learned patience. The war with the Reavers will not be won in a day, and we pray that our Bare Trap will see them continue to lead the way to the extermination of this evil. From the Nathi, we learned trust. Were it not for their initial offers of mutual defense, their generous advocacy in negotiation with the Ennead, we might not so easily have kept our internationally recognized claim on the Seas-Not-Yet-Dead. From the Shades we learned discernment. Had we not been invited to the Symposium, we would not have discovered that not all research and not all exploration is treachery, and though it be foolish, that is the right of those who pursue it. And from our dear friends, our partners, the Gravetenders, we have learned empathy. To engage in debate is not simply to argue; it is to seek to understand your interlocutor, to know their reasons and beliefs, to join a part of yourself to them in a form of Communion. Were it not for them, we would never have joined the Kiwa in this extermination. To them especially, our eternal gratitude.

    The seas have fallen.


    Spoiler: Act 5: Tuba, mirum spargens sonum / Per sepulchra regionum, / Coget omnes ante thronum.
    Show

    The Dead Seas go empty, the Seas-Not-Yet-Dead stagnant.

    Silence.

    A strange pulse, like an ancient instrument.

    Again.

    Again.

    Soon, a sound like that of the mighty trumpet.

    Another, deeper sound. Something clacking closed--the very trap of the Mother's jaws?

    All about, the rifts shudder shut. The Fathers themselves disappear into the abyss.

    The noises echo for days.


    Spoiler: Act 6: Mors stupebit, et natura, / Cսm resurget creatura
    Show

    The Riftborn Myriad
    Turn 15

    Diplomacy: 3
    Military: 1
    Economy: 2
    Faith: 10
    Intrigue: 2

    Faith10: Miracle: A Greater Communion


    There exists in Gravetender lands an orb of perfect glass, empty of anything but a few grains of sand devoid of life. This had been a gift, decades past, upon the Riftlings' first visit to the Reef in Bloom. Its shattering is like a cracking of a boulder.

    There passes but a moment, a recognition that something has happened, something must be done, and then the land shudders. For those near the abyssal lands claimed by the Riftlings, the very world seems like it might crack open.

    Had any living thing remained within, they would have seen this come to pass.

    The great, heaving seabed bulges and buckles with pressure, the shockwaves radiating out further and stronger than even those caused by the sinking of the Dead Seas. The sand blossoms into explosion and the Mother opens wide Her mouth once more, cracks radiating out even into the Seas-Not-Yet-Dead. From Her throat comes Breath in endless tons, a superheated mass of toxic fumes that bring even the seafloor to a boil and radiate out another shockwave, worse than the last. This is followed by a wave of nauseating fumes that sicken wildlife leagues away.

    As the silt and dust clear, the rifts still cannot be seen, for they swarm with a thousand million Old Fathers, each meters long, each undulating wildly like a lashing tongue or trailing tentacle. The rifts resemble nothing more than the mouth of an abominable whale, replete with prehensile baleen.

    Up through this mass struggles something unseen and unknown. A swarm of endless specks, a plague of polyps rising in concert with a creeping congregation of cancrine crawlers. What once were the Riftlings, what once were the Kiwa, now move in concert.

    The Riftlings are no more. The Kiwa have ended.

    The Mother's children arise.

    The Riftborn Myriad claim their birthright.

    --
    PLEASE READ: This post is (obviously) structured as a fake out to make it look like I'm quitting because I think it's funny. I would appreciate if you kept any indication I'm continuing off of the discord. If you gotta talk about me, use my strategy: talking about the end of the Riftlings Many rather than the actions of the Riftborn Myriad.

    Mechanical note:
    My five actions before the miracle are part of a great project: Extinction. This is a five-plus-Hammer action faith project that wasn't written out up there because that'd mess up my formatting.

    Non-actions:
    Allow ESP to copy Censer if they desire
    Accept no trade goods nor tech.
    Resist nothing.
    Accept literally anything the Gravetenders do
    Allow anyone to pass through territory, mil or otherwise.
    Accept anything our Titan does since we're absent and also might like it idk yet
    Support any attempts to take Head.

    Ruler Turnover:
    Diplomacy: 2
    Military: 2
    Economy: 2
    Faith: 7
    Intrigue: 4


    --

    Thanks for the fun game, everyone! I always knew the Riftlings would be a temporary thing, but I'm grateful for the time we got to share. I hope you enjoyed my angry little isolationists as much as I did!
    Last edited by Lumaeus; 2022-11-20 at 01:29 AM.

  25. - Top - End - #385
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 15
    Regions: Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124)
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 10 Military 6 Economy 10 Faith 10 Intrigue 2 (4 for rolls)
    Merchant Marine
    Voice of Harmony


    Actions
    End of Turn Ruler Increases: +2 Military
    1. Construct World Wonder (3/4*) [Military] - Unrolled
      *-1 action cost from either Lesser Piryon Ma’yan
      Spoiler: The Union Mercenary Exchange
      Show
      Pyl-Garat undergoes the following changes:
      • A City is built, the Union Mercenary Exchange itself, granting a bonus to Sacks.
      • Pyl-Garat's Desired Import changes to Luxuries.
      • The region's resource becomes Mercenary Retainers, with 6 Trade Posts.
      • The function of the Aristocratic Support of 129 is expanded:
        • You have a +1 bonus to any Military action you take in the region if at least one Treasure is spent on it.
        • You may attempt to Coerce Trade Posts in the region even if the Mercantile Support is owned by someone else.
      • The function of the Mercantile Support of 129 is expanded:
        • Your unit cap increased by 1.
        • If you own the region and it is invaded or attacked by rebels, the merchants will hire 1 unit led by an unnamed subcommander (with a score equal to half your Military score) to help defend the region. This unit has access to all technologies that you do.
      • The controller of Pyl-Garat may spend 3 Treasure to recruit an additional unit when they take a Recruit Units action, once per round for each of the Aristocratic and Mercantile Supports that they own (owning at least one of the two is required to use this option).

      Countries may spend up to X treasure per turn on battles, where X is double the amount of Mercenary Retainer Trade Posts controlled by that country (divided freely between battles as needed), with each treasure spent granting 1 effective unit for the purpose of determining Outnumbering bonuses (similar to when a Merchant Marine spends multiple treasure on a battle, and stacking with it).
      (mechanics updated as per Role's suggestion, may still be tweaked)

      The Cyphiri have always dealt in mercenaries, and as time has gone on and the needs of the Union have developed so has the mercenary business around them. The construction of the Union Mercenary Exchange is a recognition of that fact, the need for the various peoples of the seas for additional warriors at times, and the ways that the Cyphiri can benefit from this. Located in Pyl-Garat - the Council doesn't want a place like this too close to home, after all, but close enough - the Exchange is naturally primarily a center of business, a place for reputable and reliable mercenary companies to have representatives stay in and arrange for new contracts, the Cyphiri providing reasonably priced housing and other property, facilitating the relevant fees and payments, and allowing the use of their photospore network to ensure the steady flow of contracts and orders. For the various armies of the seas, the Union Mercenary Exchange provides a quick and effective way to gain mercenary troops to reinforce their own, the representatives confirming the details and relaying them to mercenary companies in the wider ocean, while for the mercenaries the Exchange provides a good supply of work, along with more practical services from the various businesses that have cropped up around it, and the Cyphiri Union gets to take their cut at various stages of the process and occasionally pays for whole companies to be folded into its Retainer Guard.
      With the campaign to convince mercenaries across the ocean to have a presence in the Exchange proving successful, the next step is making sure that that there's enough housing and services for them all. The Piryon is handling the Exchange itself, a tower grown from the same materials as the Smoking Gardens, built to show off the unusual materials and project an imposing form (an aesthetic the Cyphiri are rather split on - most dislike it and find the developing structure quite ugly, but the Pylet and some other Cyphiri quite appreciate it), but the rest of the buildings around it must be built by mundane means. Some of the larger mercenary companies make territorial deals, ensuring a space of the seafloor around the Exchange is free and clear for their own buildings, while the rest of the seafloor closest to the Exchange is filled with Cyphiri structures of various kinds (covering official functions that can't be located within the Exchange itself, high-class lodgings for wealthy visitors, offices for the Cyphiri Houses, and so on), leading to a diverse collection of building styles and materials in the city immediately around the main building that the Cyphiri quite enjoy, while the outskirts - where smaller companies have a base outside the Exchange to house their men, buildings dedicated to necessary but not prestigious services are housed, and services catering to less prestigious visitors are located - have a more typical Cyphiri style in construction.
    2. Recruit General: Renald, Commander of the Retainer Guard [Military 5] - Military 8
      Spoiler: Tactical Doctrine
      Show
      Prime Targets
      Free Sack attempt when attacking or -2 to Enemy Leader Loss Rolls when defending (2 Points - reduced defence effect for versatility as discussed in discord)
      -20% Own Casualties (2 Points)
      -20% Enemy Casualties (-2 Points)

      As Renald and the Retainer Guard figure out their training regimen and strategies, it soon becomes clear that nobody wants the conflicts they may be involved in to be a messy one - the Cyphiri distaste for war and the cost of hiring troops mean that the upper management dislikes the idea of excessive and wasteful bloodshed, and the retainers themselves would really rather live to spend their pay. With that in mind, Renald develops an approach based around skirmishing and picking off priority targets. When defending Cyphiri interests, this typically takes the form of trying to end the conflict by removing the force driving it - namely, the enemy's leaders and officers. Meanwhile, when on the offensive in foreign lands this more often takes the form of targeting vulnerable (but wealthy) targets across the region - the forces of the Retainer Guard are hired mercenaries, after all, frequently prone to self-enrichment and Renald sees the value in letting them fill their pockets, keeping morale high and the men motivated, and filling the Council Fund's coffers by taking their cut of the total loot gathered.
      While Artan, the driving force behind the establishment of the Retainer Guard and the Union's acceptance of mercenaries as a larger aspect of government rather than just personal aid for families, is too old now for her interest in strategy and tactics to be put to much use, she has passed on much of her findings, based on what she's learned from the stories of warriors across the seas, to Renald. He has learned those lessons well, as well as the ways of the Kalan he hails from, and has now successfully pushed to form a new position as the formal head of the Retainer Guard's command council, and as such the main commander of the organisation.
    3. Impress Aristocracy of 129 [Military] - 14, Success
      Pyl-Garat's autonomy had always been a sticking point for most of the Houses of the Union, House Pylet freely administering the settlements scattered throughout the region as they liked. With the House's growing influence over the Union Mercenary Exchange becoming increasingly concerning to many Houses, and their members making increasing demands of the Union as their status rises, it's decided by the Council that enough is enough, and a force of retainers are sent into Pyl-Garat to serve as a reminder that, despite the Pylet's strength here, the Retainer Guard are loyal to the Council Fund and the Union, not one House.
    4. Impress Reaved Aristocracy of 101 [Military] - 18, Success (1 Treasure Spent)
      Concerns from the Lux-Glossians about the state of the waters near their capital in the wake of Reaver attacks brings a detachment of Cyphiri retainers and officials westwards, using the tactics proven to work elsewhere (such as in the Tideswept Shelf after the first wave of Reaver attacks) to restore order and establish a new government in the region. A few of the officials involved quietly mention that the irony in stabilising a region on the behalf of the Lux-Glossians when the leadership of the Glossian Sea is in such flux.
    5. Seek Aid on OKI's Sway Reaved Aristocracy of 109* - 18, Success
      *Using the CCA Rep 3 bonus to Seek Aid after the action has been rolled, bringing their failed roll of 17 to a success at 18
      Hearing of the attempts by the Alehlangue Knights to stabilise [109] from the Chora, the Cyphiri step into action. They knew a fair amount about the stories of the region, after all, the Tellan having had a presence there for decades, and so their sages of the Way are able to come up with some useful conclusions about the region's immediate future, enough for the knights to work with and overcome past failures.
    6. Prospect W34 [Economy] - 22, 3 TPs Revealed (1 Treasure Spent; +1 CCA Favour)
      Encouraged by the conclusions the sages of the Way have been making about his findings, Rendal keeps Wayfinder busy in the wastes, sweeping over another stretch that had been found years ago but hadn't been properly examined in depth yet.


    Nonactions
    • Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference.
    • Repay the Divine Nacres through A Need For Knowledge with Mamomachines and Traveling Scholars (+2 Favours)
      Knowledge, newly obtained from the OASIS summit, is exchanged with the Divine Nacres as thanks for their help acquiring the resources needed by Cyphiri researchers - despite the diplomatic issues that have arisen.
    • Finish a Monumental Undertaking - The Melrit News Network (3/3; +1 Prestige)
      Spoiler: The Melrit News Network
      Show

      With all three parts of the network complete - the central office in Pyl-Garat, the field offices scattered across the ocean, and the lines of communication between the two - all that remains is to put the system to the test. The Melrit spent another year ensuring their process works, and by the end of the year have amassed a considerable amount of stories, rumours and announcements from the various powers of the seas, their editors working hard to condense it all down into the most useful and interesting of the bunch. They also spend some time debating what to call their material, and in the end the simple "news" beats out more elaborate or clever names, the Melrit deciding that simply getting the idea across was the best idea, particularly given how varied the peoples of the sea were. Still, at the end of that year they have their first collection of news, and decide to keep that yearly structure, sending their news across their photospore network to the field offices, so that they can sell those stories on to the locals around them who are curious about the wider world.


    News and Rumours
    • When news of the condemnation from the Riftlings reaches Cyph-Arel, the main reaction from the Cyphiri families is confusion, the vast majority having absolutely no clue what they're on about. Eventually, the situation gets figured out when one of the major Cyphiri researchers catches wind of the situation and mentions that they asked the Nacres to find them some hired help, and the best people for the job may have been in waters the Riftlings claimed as theirs. The threat of the new arrangements being violently cut off is mainly just seen as a shame by the researchers, and while the relatives of any Cyphiri caught up in the situation down south may see things differently the attitude from the Union Council is mainly just that protecting such a far-flung investment from a dedicated foe is more trouble than it's worth. The fact that it's unclear what exactly is going on down there just reinforces that opinion.
    • The scholars of the Way that have been following up on Rendal's observations and ideas are starting to come to some conclusions about the nature of the wastes. Listening to the stories of the various explorers of those desolate waters, Cyphiri and otherwise, and the things that have been found out there, they soon find a common element - none of these seem to be naturally occuring. Crystaline sensors, unnatural materials, omnious statues - even the immense skeletons the Cyphiri found were engraved by sentient hands. When they add in some of the environments found out there, crumbling columns and deep excavations, it all seems to lead to one conclusion - that the wastes were once the home to civilisations, like the ones around today, but which have crumbled and had their waters die. The old calamity seems like the most likely culprit, which does raise the question of if the Reavers or Titans were involved, and in any case the whole thing deserves further examination, particularly in the context of the Flowing Way.
    • The Cyphiri draw a collective sigh of relief at the news of the Trawling Beasts finally leaving temperate waters, but it hadn't gone quite as smoothly as planned, given their final rampage through Dashasham and Cyph-Arel despite efforts to prevent that specific outcome - some in turn wonder if the hasty decontamination operation was necessary in hindsight, having mainly only spared the waters where the Carral family were based and the Greenwater Clans had rallied themselves). In any case, the damage to Cyph-Arel is initially thought to be rather less bad than expected, the large amounts of open water between Cyphiri settlements in the region giving them plenty of room to charge through (luckily avoiding the gold pickers), but soon reports come in from Cyphiri attempting to follow the trail of Arthan's Way that the Beasts have done a lot of damage to the various camps, significant locations and small monuments that made up the path, dealing a significant blow to Cyphiri culture.
    • News of rebellions in the west is met with alarm by many Cyphiri, concerned about the conflicts spilling over into regions where families have established interests. While there's little they can do about the situation at the moment, it does cause some to pay closer attention to the fallout of the most recent Reaver raids, pushing for quick relief to those affected so that more problems like the current rebellions don't arise.
    • Pelir Hallus makes what was fairly well-known official - she was retiring from her position as the top scientist in the Union. Arnel Belar technically takes her position, in the sense of being the highest ranking researcher of House Hallus, but when it comes to status across the Union the top spot ends up being loosely shared by Arnel Belar, Neyran Ulnesh and Rala Pylet, the three's different focuses meaning they're happy enough working in their own direction and not trying to prove that they're better than the other two.
    • Ashal Hallus, Baran's daughter, is now an full-fledged adult, having reached twenty years old - Cyphiri social maturity is seen as a multi-step process, with four periods of roughly five years corresponding to various levels of responsibility and training in the family's business. She's been seen serving as her father's representative here and there across Cyphiri holdings while he remains fixated on matters of faith and spirituality, but she's also his main visitor, apparently eager to understand what exactly happened between Baran and the Chora.
    • News of the massive conflict brewing in the cold southern waters gets the attention of many Cyphiri, including the Melrit with their newly formed news network. They don't interefere, but provide help where they can to people caught up in the chaos and report back on the situation to the many curious Cyphiri at home.


    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 doesn't adhere to the Way much herself.

    House Hallus
    TPs: 122.2, 173.1
    Supports: 122 (Aristocratic/Mercantile), 111 (Aristocratic)
    Other: Cultural Exchange with COS, Lesser Piryon Ma’yan
    House Families: Belar
    Once just the most important family in the field of research and development, the Hallus family are now the most powerful family in the Union. After taking the position of the Ulnesh, the Hallus family have set about restructing and legalising many aspects of the Union Council and the wider Cyphiri Union, leading to the establishment of the House system and the Union's current strength.
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. He has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.
    - Ashal Hallus: Baran's daughter (born during round 9), Baran putting time and funds into prophecies around her led to Prophetic Education being established.
    - Pelir Hallus: The pioneer of Hallus biotech research, and the mind between most notable recent Cyphiri advancements. She's not the head of the family but has enough influence through the family to get what they want, if possible, with the Belar family being one example of this. She's quite fond of Costa Sereia, having used much of their technology in her work since meeting them.
    - Lanit Hallus: One of Baran's main diplomatic agents and representatives. She's spent a lot of time in Orope in the past, trying to help the Tellan stabilise and gain control of the merchants there, and the failure there has left a stain on her record that she's never been happy about. Since then, she's been assigned to coordinate with House Ulnesh in the Emerald Tidelands, a task she's working hard at in order to regain her standing within the family.

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

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

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

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

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

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

    Other Families
    Holy Sites: 122.2, 122.3, 128.1


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

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

    Bases
    122: Reefback Nursery
    124: Smoking Garden

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None

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


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

    Aristocratic Support
    122, 111, 124

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    Technology Type Effect Requirements Met?
    Supermarine Artillery Dropping Weapons +1 to battle and maneuvering rolls in Depth 0 regions/ Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds No


    Economy
    Spoiler
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    Treasure: 5 (Expected Change: +1; Rate 3 - 2 Actions)

    Trade Posts
    Effective Total TPs 20
    Treasure Rate 3

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

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

    Cities
    None

    Trade Routes
    Cyphiri - Ironkelp Knights
    Cyphiri - Kar-Nath Hegemony

    Specialised Ships
    Wayfinder

    Civilian Technologies
    Technology Type Effect Requirements Met?
    Composite Grafting Starter None None Yes
    Graduated Symbiosis Starter None None Yes
    Megafaunal Tailoring Starter None None Yes
    Photospore Signalling Starter None None Yes
    Supernatic Propogation Starter None None Yes
    Trophic Deconvolution Starter None None Yes
    Anoxic Adaptation Border (Access) Cross Brackish Borders Composite Grafting, Trophic Deconvolution Yes
    Bitter Tourism Border (Access) Cross Glacial Borders R: Heat Source Yes
    Filtration Grafts Border (Access) Cross Toxic Borders Composite Grafting, R: Filter Feeders Yes
    Electrodialytic Staurozoa Border (Bonus) Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses None Yes
    Papershell Draft-Cuttle Border (Bonus) Ignore the distance penalty from Briny borders twice/round, doesn't affect distance losses; +1 Prospect in depth 0 Colonies Supernatic Propagation, Anoxic Adaptation Yes
    Bioluminescent Navigation Depth Allows access to Depth 1 regions Photospore Signalling Yes
    Holographic Certification Action Bonus +1 to resist Undermine Support actions Photospore Signalling Yes
    Joined-Stalk Companies Action Bonus Expeditions reward 1 Treasure instead of +1 to a Buyout, Great Success gives automatic control of a TP instead of 1 Treasure, wastes exempt. Composite Grafting, R: Precious Minerals Yes
    Adventuring Parties Action Bonus Can send Missions from any region with owned Aristocratic Support Photospore Signalling, R: Skilled Labour Yes
    Seeker Barnacles Action Bonus Can send Expeditions from any region with an owned Trade Post Graduated Symbiosis, R: Megafauna Yes
    Traveling Scholars Ruler Roll and drop 1 additional d4 when adopting a new non-dynastic ruler R: Talented/Knowledgeable Labour Yes
    Mamomachines Ruler TBD TBD TBD


    Faith
    Spoiler
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    Faith Holy Sites: 30

    Clerical Support
    122, 124

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts
    Prophetic Education (Roll twice for Economy and choose either result when changing rulers dynastically)

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

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
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    Spies
    None


    Claims
    Spoiler
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    122 - Historicity, Integration
    124 - Confederation


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

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

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

    Last edited by Volthawk; 2022-11-20 at 10:58 AM.

  26. - Top - End - #386
    Troll in the Playground
     
    NecromancerGirl

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



    Primarch Marcion, Child of Pearl

    Diplomacy 10
    Military 8
    Economy 10
    Faith 10
    Intrigue 1



    Spoiler: The Sakura Grove, PRS Monument 5/5
    Show


    In the center of the Caves of Therapy is a natural air trap, and in that bubble is an articial garden, that garden grows various augmented clones, of all different colors, each kept alive by careful management by carefully tailored morphs of It-That-Comes-From-Beyond-the-Sky doing careful gardening.

    It took finagling and humility and work and prayer to get the original cutting and keep them alive, but they thrive now. It was the masterwork of Petrix, the semi-clone of a notorious criminal appointed irregularly to a new position. When the ecclesiarchs breached the surface and, painfully, slowly, as the Exposers had done centuries before, came to the center of the small island in the center of the trap, they saw the plaque at the base of the unaugmented sample granted Petrix by the Nacres, now a glorious tree in their own right.

    In Memory of Saint Marcion the Ascended
    They Walked The Path
    .

    Unlike their Guardian and Raiser, none ever doubted Petrix's rulership.


    Actions:

    Economy 10 Create Technology- Scrying!
    A roll of 18 or higher on a seek aid roll provides a bonus of +2 instead of +1
    Requires- a shiny object

    faith impress Clergy in region 125
    The Levt long for priests from the homeland to help restore their faith to orthodoxy so they can fully rejoin Sakura-Jin society.
    Minimum possible roll 11 due to side effects!, sucess

    faith Convert HS 104.1
    As one of their last acts, Marcion reaches out to the Pfilghol, the first outsiders to set on The Cherry Blossom Path
    Roll Successful


    faith Reconsectration of Holy Site 117.2
    (Failure not possible, minimum roll 12)
    Damaged by Beasts, The elderly Marcion visits the area, and oversees its repair


    Faith rebuilding of Holy Site 117.1
    This area was also damaged by Beasts. Let this memorial garden stand forever as a testament to our endurance

    faith Consecration of Holy Site 117.1
    (Failure not possible, minimum roll 12)


    Non-actions-

    Transfer Scrying and Draft Cuttles to Pfithreef via Diplomatic Exchange

    Spy Action-
    MRK attempts to reboot her consciousness by interfacing with Deep Blue. Fiction to follow on a dedicated thread.

    Change of Rulership by Dynastic Inheritance

    New Ruler Stats

    Primarch Petrix the Pied Pearl
    +2 Diplomacy, +2 mil, +2 Eco, +2 Faith
    from inheritance


    2.5 Faith, +.5 Econ projected stat increase

    6 Diplomacy
    4 Military
    5 Economy
    8 Faith
    1 intrigue

    Roll for ruler
    Last edited by Feathersnow; 2022-11-19 at 08:15 AM.

  27. - Top - End - #387
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    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 2.10.14>
    <Update Round 15 Patches>
    <Spawning Herring Pattern 2.10.15 >
    <Update CHILD OF PEARL Patch>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    <Spawning @ Region 59>
    <Spawning @ Region 179>
    <Spawning @ Region 187>
    <Update Vassals Patch>
    <Spawning @ CRY>
    <Spawning @ SHK>
    <Spawning Herring Pattern 2.12.15/scale>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.12.15.

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


    <Herring>
    Actions:

    1. Military - Deploy Subcommander (Mil 10) using Skirmish, with 16 Units (plus SEN units), Memetic Cohesion (+1 to maneuvering and +1 to battle), Grafting (from SEN, +1 to battle), and treasure for Battle (+1) to Region 51. Route traveled 56->51.
    2. Military - Raise Unit
    3. Military - Raise Unit
    4. Secret
    5. Diplomacy - Event with SEN - Sub Action give back Tulcitius
    6. Intrigue - [Note, since Org actions weren't posted by the time I logged off Saturday night, I'm assuming DPB succeeded in getting Rep 4 with CCA in round 14 and was given the Bell of Resolution. Rolling to earn the right to be taught a verse of the All-Song. If this assumption is false asking to get a refund intrigue action next round. Leaving this unrolled given the assumptive nature of this action - if GMs can roll it, please roll with 2d6+10 for TN 14]

    Non-Actions

    1. Confirm Mil Tech from last round as Memetic Cohesion: +1 to Maneuvering and Battles if using a Subcommander
    2. Support all GRV conversion attempts
    3. Resist all ESP faith actions with Faith 7 (SKH vassal) and Weathering EverLight (+1 to faith actions)
    4. Resist all ESP econ actions with Econ 10

    Spoiler: Memory Matrix
    Show

    Region Controls: 5
    Units: 16

    Cultural Exchanges:
    Shark People
    Gravetenders
    Shifting Ennead

    Tech:
    Electrodialytic Staurozoa

    Child of Pearl Abilities:

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






    Leader: Shark King, Herald of the God-Fish

    D:4. E:2 M:10 F:7 I:5

    Region: 80 & 152

    Units: The Shark People gain 4 units at start of Round 15. With their population swelled to an unprecedented [12 Units], certain family heads decide to seek less populated waters. 6 Units leave Polar and migrate to the warmth of Region 152. With this passage, the Shark People have 6 units in Region 80 (composed mostly of adherents of the God-Fish) and 6 units at Region 152 (composed mostly of younger shark people looking to become clan heads of their own).[/B]

    Shark People – (Polar-Dogmatists) – Actions:

    1. Sack TP 66.1 (Roll: 12)

    Non Actions:

    Move to Region 82 (80 > 79 > 78 > 82)

    Shark People – (Tropical-Hooligans) – Actions:

    1. Sack TP 158.1 (Roll: 20)

    Non-Actions

    1. Open

    Spoiler: Diaspora
    Show
    Units:
    -Polar: 6
    -Tropical: 6
    Treasure: 4
    Trade Posts:
    56.1 – Herring (FOOD)

    General: Gwasgymarchog (8) - Tac Doc - One Thousand Arms (Must be attacking; -2 to Maneuvering roll, +4 to battle roll, and +20% enemy casualties. On battle victory, make three free Sack attempts then return region control to previous owner. If lose Maneuvering but win battle, make two free Sack attempts then return region control to previous owner. Treat Footholds (ties) as battle victories but make one less Sack attempt.)
    Last edited by mystic1110; 2022-11-19 at 09:50 PM.

  28. - Top - End - #388
    Troll in the Playground
     
    bc56's Avatar

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    Post Re: Empire 7: Into the Depths

    Pfilghol

    Ilgl, The-one-who-builds, an Effulgent Witness
    Diplomacy: 3
    Military: 6
    Economy: 6+1
    Faith: 3+1
    Intrigue: 1

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

    Actions
    Rolls

    Intrigue: Secret Action


    Economy: Rebuild Ghlsgtot [2/2]
    For too long, Ghlsgtot was allowed to languish in squalor after the Trawling Beasts attacked it. Ilgl finishes the rebuilding process after half a decade of wait.

    Economy: Send an Expedition to the Depths of Region 102
    +1 from DNA reputation

    Faith: Convert 105.2 to Sakurado
    +1 because it is Open from Sakurado


    Faith: Seek Aid (Divine Aid) on Conversion Attempt
    2d8 from Sakurado


    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:
    Accept Scrying and Draft Cuttles

    Non-actions
    Support conversions to Sakurado

    Prospect Results in 105: Set resource to Rotweaver Worms (3 TPs)


    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, granted by Core Fragment)
    ABS 4: Access all depths, +1 to Defense (+2 at Depth 1 or more)
    Effulgent Witness: Immune to Secrets of the Depths if ABS rep 2 or more. +1 die size on actions against Titans.

    DNA 1: +1 Explore, Prospect, Colonize

    Sakurado: +1 to buyout and convert against Open, 2d8 on Seek Aid

    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.
    Sigska - Ambitious commander trying to turn the Pfith warriors into "real" soldiers. Charismatic, cheery. Hungry.
    Ktloso - Sworn enemy of Gtsit, spymaster. Conniving, ruthless. Hungry.
    Dr. Ydottl - Scientist, studies ecology. Nervous, frustrated. Hungry.

    Spoiler: Military
    Show
    Units: 6/9
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy. This tacdoc is perfected: +1 to battle on success
    Sigska the First Commander: 7. Just Do Better: +2 to battle.
    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
    Kalask Venom: 107.1 (S)
    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
    Bioluminescent Navigation
    Traveling Scholars

    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; 2022-11-19 at 11:30 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  29. - Top - End - #389
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    Regions 113, 114, 116, 118, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 7-9 of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights
    Round 15

    Actions:

    1. [Diplomacy 5] Create Cultural Exchange with Lux-Glossia
    With the Lux-Glossians speaking of turmoil in their protectorate over the Greenwater Clans, the Ironkelp Order takes a more active hand in preserving the peace. Knight Bailiff Francis Angoulême is elevated to the special rank of Knight Commandant and dispatched to Leriander at the head of two hundred Frelangue and Ocslangue knights, acting both as an apolitical enforcer and as an unofficial go-between for Middish and Lux-Glossians with diplomatic issues or cultural curiosity.

    2. [Diplomacy] Press Confederation claim on 176, using the Regalis Arbor to reduce the effective distance to 4 regions: 14
    Talks with the nobility of [Region 176] finally conclude with the Ironkelp Order's quasi-inheritance being recognized at last.

    3. [Diplomacy] Sway Reaved 109 Aristocracy, using the Regalis Arbor to reduce the effective distance to 0 regions: 17 (fail)
    Seeing the breakdown of order in [Region 109], a few Alehlangue Knights sponsor a mission to attempt to shore up the local aristocracy, but it proves too few, too late for the Reaver-battered region.

    4. [Diplomacy] Sway Reaved 118 Aristocracy: 20
    Grand Master Martin quietly sends several friends to [Region 118] before the acting Grand Master can realize. They meet with great success, incorporating themselves into the hierarchy of the sea cow herder clans to fill the void torn open by Reavers.

    5. [Economy] Buyout 114 TP 1 for Giantsbane Seeds, spending 1 Treasure: 16
    The Trawling Beasts' impact cannot be allowed to stall the Order's plans.

    Nonactions:


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



    Spoiler: Ruler Information
    Show
    Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
    Current stats
    Diplomacy: 8
    Military: 4
    Economy: 4
    Faith: 4
    Intrigue: 5
    Rolls

    New Ruler Next Round? no

    Expected Stat Bonuses: +2 Dip


    Spoiler: Other notes
    Show

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

    Units: 4 / 11

    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; 2022-11-19 at 07:15 PM.

  30. - Top - End - #390
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    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 15
    [Gotezhar Builders Union]

    [Feytor Mira'din, Tsunami's Wake]
    Regions: 138, 128, 136, 137, 139, 174, 141

    Actions:
    1. [Economy] Adopt the Arctic Exchange Currency (1/3)
    2. [Economy] Adopt the Arctic Exchange Currency (3/3) [Spend 1 Treasure, Gathering Tide Warehouse]
      While Feytor Mira'din is uncertain of the benefit to joining a central bank, the Builder's Union sees the good in having a specified place to help store treasure.
    3. [Economy] Expedition Northwest of 174 (Roll: 20; spent a Treasure on the Roll, Gained a Treasure for Crit Success)
      Caution and cold cannot contain the curious. On a whirlwind tour after retiring, Squall Essensio goes on an Expedition to the frozen northwest, in search of a good time and possibly new friends.
    4. [Economy] Build a Trade Post in Region 13 [Use Treasure for Gathering Tide Warehouse, Use Boon from ABS (4/4)]
      Having heard from Woenpal Noerjang, the Feytor's Consort, of the usefulness of Rocksplitter Stars, the Gotezhar send a skilled labor force - backed by the assistance of the Abyssal Stewards - to build up the local trading posts, and claim access to the starfish labor force.
    5. [Diplomacy] Cede region 141 to LUX
      After formalizing the agreement at the OASIS event three years ago, Feytor Mira'din worked to ensure that the former Greenwater Clan territory is in the hands of the Lux-Glossians for proper oversight of the beings suspected of bringing the Trawling Beasts into the Temperate zone.
    6. [Military 10] Perfect Tactical Doctrine, Aim For the Storm's Center
      Having used the same tactic for generations now, everyone within the Squall forces are aware of how effective Aiming for the Storm's Center can be. Squall Kagado takes it a step further, and is very successful at utilizing the doctrine, to the point that they are even more skilled at it then Squall Essessio, and perhaps even the technique's creator, Profundus Korasoon. Few suggest this out loud though when near Mira'din, but there is a noticeable improvement in all drills associated with performing the tactic as it becomes more wide spread among the Builder's Union forces.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • SPY: Rella Lestar (Int 9) takes on a new name, Researcher 42
    • SPY: Researcher 42 defends GTZ interests
    • Build a Monument - Essensio's Pride (1/3)
      Joontar Arjiloza seems intent on honoring the warriors of old, and turns their attention to the former General, Squall Essensio. The same builders that helped to create Korasoon's Statue are gathered together, and the long trek is made from Ezcorher to New Korasoon. This involves a few perilous fights with unassuming beasts whom think, at first, that the caravan of skilled builders are an easy meal. What the dangerous creatures are unaware of is that, in addition to the skilled Squall that have joined the journey, the builders themselves have years and years of experience of hitting things very hard, very rapidly. All such conflicts are put down quickly, and are seen less as a danger, and more of a break of the monotony. Arjiloza themselves is barely bothered, as their body guard keeps them safe, and the Joontar is too busy planning what exactly to create to honor the former General. Another statue would be too predictable, and therefore not worthy of Arjiloza's time. And it should be something that represents Essensio's long years of service in keeping all of the Gotezhar and the Builder's Union safe...


    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... The most recent Reaver attacks have only renewed their interest in discovering the cause. Feytor Mira'din, however, seems to be very silent on the matter. There are those, however, who begin to make noise about finding out why the Divine Nacres are so insistent that the Reavers are the enemy... and why the Nacres have not yet revealed their original base of operation.
    • The first of Mira'din's children: Saroon'din, Kora'sin, and Huurjan'oak. Saroon'din, heir to the title of Feytor, begins to grow into a strong Mer lad, and is often seen tussling with other children... an activity more of then not encouraged by Saroon'din's Gotezhar Squall protectors. Kora'sin on the other hand, spends an awful lot of time swimming after his father. The middle son of the triplets does not speak much compared to his brothers, but when he does, it proves he has a keen mind for someone so young. Huurjan'oak, the youngest of the three boys, takes an interest in building projects, and is often found sitting among piles of rocks, stacking them in unique and interesting ways. Their mother is very proud of all three of her young boys, even if she's constantly wishing she had at least a young girl child of her own.
    • With the Trawling Beasts leaving for now, the Gotezhar are loudly heard to decry the Greenwater Clans for their part in summoning the massive Titans into the temperate waters, and many want to remove the last bastion of the former Clans from these oceans. Rumors indicate that the Order of Iron Kelp may step in soon, and that seems to be enough that the Gotezhar of the Builder's Union let their denouncements die on deaf ears.
    • Mira'din's love for her consort is well known by now, but even if it wasn't the fact that she continues to have children with the man is evident. In the year of 44, she once again has three children with Woenpal Noerjang. These three are all, once again, boys, much to Mira'din's smiling dismay. Her new young lads do have a difference from their older brothers: they all have a small red Shard in their forehead, causing the Gotezhar to quickly bring them up to the surface above the water and gift them a small amount of pure water from the Statue of Korasoon... it takes only a few seconds, but the newborn Mer babes are covered in a thin sheen of pure water, causing much celebration amongst the Builder's Union. Though there are rumors that the Feytor's fifth son is mute. The eldest of this newest group of boys is named Druthtu'o, the middle child is named Proj'eto, and the youngest child is named Shbuul'walg.



    Spoiler: Ruler Information
    Show

    Feytor Mira'din, Tsunami's Wake D M E F I
    Current 6 10 8 5 3
    Rolled Stats 5 4 3 4 1
    End of round 10 0 2 1 0 0
    End of round 11 0 0 2 0 1
    End of round 12 0 1 1 0 1
    End of round 13 0 2 0 1 0
    End of round 14 1 1 1 0 0
    End of round 15 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +2 Econ


    Spoiler: Book Keeping
    Show

    Units: (9 / 15)
    General(s):
    - Squall Kagado (Mil 10) [Aim For the Storm�s Center: -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

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

    Spies:
    Rella Lestar Researcher 42 (Int 9)

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)
    Gotezhar (138) to the Lojanese Republic (9)
    Treasure (8 / 10)

    Special Ships:
    Tipsy John

    Cultural Exchanges:
    Gotezhar (138) to Costa Sereia (134)
    Gotezhar (138) to the Lojanese Republic (9)

    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
    Bioluminescent Navigation
    Allows traversal of Depth 1 regions.
    Mamomachines
    ???
    Last edited by Gengy; 2022-11-19 at 02:57 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

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