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  1. - Top - End - #481
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Warnings
    Round 18

    Desired Import Warnings
    The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion. In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource. In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

    Round 18
    Region 25 (LSD, Heat Sources), Region 73 (SEN, Drugs), Region 116 (OKI, Toxins), Region 155 (SUR, Coral), Region 176 (OKI, Dyes)

    Round 19
    Region 105 (PGL, Meat), Region 154 (MGM, Esoterica)

    Round 20
    Region 61 (ESP, Unskilled Labor), Region 67 (STC, Tools), Region 101 (STC, Tools)

    Clerical Support Warnings
    The local majority in the following regions does not match the state faith of the Clerical Support holder. These Clerical Supports will decay to Open at the end of Round 18.
    Region 55 (RFT), Region 57 (ESP), Region 58 (ESP)
    Last edited by Aerin; 2023-01-20 at 01:56 AM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  2. - Top - End - #482
    Halfling in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 17

    Elkelt, Voice of The Second
    Diplomacy - 3 || Military- 6 || Economy - 6 || Faith - 10 || Intrigue - 1

    Actions:
    .
    1: [Military] Raise Unit.
    Sersi suggests to her Disciple that filling out their defenses, now, while there is... well, not peace, but a moment to breath, would be wise. Elkelt scribes this to their silver, calling for Gravetenders to fill out the military. By the time they have finished, the Gravetender army is larger than it has ever been, ready to defend their allies with everything they have.

    2: [Military] Raise Unit.
    Many Gravetenders have decided, in the past few years, that they should be prepared for war. Despite being made of stone, they can die, and the thought of it is unpleasant. It may be a natural part of the cycle, but to hasten it before one has seen enough of the world is a tragedy.

    3: [Military] Project [1/3]. [Fortifications in the Dead Cities.]
    Sersi is assigned to creating patrol routes for the Dead Cities themselves. The just barely aborted attack upon them has left the Gravetenders anxious, and many of them find the sight of warclad stone more soothing than they had imagined they could.

    4: [Military] Project [2/3]. [Fortifications in the Dead Cities.]
    The patrols are coming along nicely, Sersi's tactical genius continuing to shine in everything she does. The psychological effect is taken into account, and Sersi ensures the general population of the Dead Cities knows where to hide if they cannot fight, and where to get weapons if they choose to make a stand.

    5: [Faith] Convert Holy Site 1 in Micht Tsy Fivrivirs [Region 57]. [Success!]
    Elkelt keeps their promises. So long as Deep Blue is not fully brought into the Blossoming Sequence, their work is not done.

    6: [FAITH] Convert Holy Site 1 in Marble Kingdom [Region 187]. [Success!]
    But that work will soon be complete, and hopefully, Deep Blue's understanding of the Sequence will bring about a positive change in the frozen waters.

    Non-Actions:


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

    [Blossoming Icons: Seek Aid on nothing.]
    .

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

    [Accept Talented Crabs from Seatide via trade route.]

    [Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

    [Denounce the Ennead for refusing to acknowledge harm done to the Draigiau.]



    Spoiler: Stat Changes
    Show




    Ruler Stats And Increases:

    Diplomacy - 3
    Military - 6 > 8
    Economy - 6
    Faith - 10
    Intrigue - 1

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available: Economy 5, Faith 10
    Special Actions Used: Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, 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 4, Prestige ? (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead
    The Riftlings Many

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 8 (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: 25

    [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]
    [55.1]
    [56.1]
    [56.2]
    [57.1]
    [57.2]
    [58.1]
    [64.1]

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

    Organized Faith Bonuses
    +1 to Defensive Battles.
    Cultural Identity: Reaver Defense.

    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; 2023-01-22 at 03:36 AM.

  3. - Top - End - #483
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    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Eighteen
    No further mechanical edits to action posts may be made
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  4. - Top - End - #484
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    Default Re: Empire 7: Into the Depths IC Thread

    Round Nineteen: Begin
    Years 55 - 57

    Round 19 will close on Sunday, February 5th, at 8 AM Pacific Standard Time.

    The following events occurred between Years 52 - 54

    Rules Alerts and Changes!
    Reminders:
    Please note as a non-action in your post when you’re taking a Spy non-action.
    When taking a Sack action, please specify whether the target is a Trade Post or Holy Site.
    Coercing a Trade Post requires the region’s Merchants to support you or be Open.

    Discovery!
    Explorations, prospecting, and other news from afar


    Though the chilly waters of New Korasoon are considered somewhat humorous by the Gotezhar that live there, few have dared to travel northward, where many suspected freezing seas to be found. Living on the edge of civilization, however, comes with its own risks, motivating the nuven of the region to finally take it upon themselves and make the journey, as knowledge of the land is power. The northbound cloud is met with chilling waters indeed, inhabited by very few people, most of whom reside far below the surface. Considering the expedition a success, they turn back before pushing their luck in the cold to report their findings to those at home.
    The Gotezhar explore north of New Korasoon (174)! They discover Region 190, a Depth 1 Glacial Region which has 2 Open TPs of Migratory Narwhal Pods, a Desired Import of Precious Minerals, 2 units of native defenders, and 2 Holy Sites of Love of the Impurifier. They receive +1 to Swaying one faction in the region this round.

    The Lux-Glossian Shades explore south of Region 32! They discover Region 34, a Depth 0 Toxic Region which has 2 Open TPs of Draft Tuna, a Desired Import of Textiles, 3 units of native defenders, and 2 Holy Sites of Unified Wave Action.

    For the Surunungese, explorations have one simple purpose: to determine whether or not the neighboring seas are empty or inhabited, so that the native peoples could be brought peace in traditional fashion. Unfortunately for the reconnaissance mission traveling eastward out of the state, the seafloor quickly sank to a level that they could no longer pass through, even with the assistance of bioluminescent technologies. For the time being, the party would have to turn back to report to the Assembly that their findings were limited to a description of the local flora. And, well, Surunung’s definition of spreading peace cannot exactly be applied to plants.
    The Peacekeepers of Surunung explore east of Neralam (160)! They discover Region 163, a Fathomless Depth 2 Region which has 2 Open TPs of Isothermic Sea Beans.

    The Pepsins that were assigned to explore the depths of the region north of Seatide quickly realized they had failed to prepare the necessary supplies and refocused their attention on uncharted waters to make sure they would return home with some useful information in hand. Those on the journey were quick to realize that they had made a wonderful decision, though, as the sights of the overwhelming density of life were marvelous to behold. Rarely, if ever, have they seen such beauty before, and they would be eager to return home to report their findings.
    The Seatide Confederacy explores north of region 80! They discover Region 185, a Depth 0 Open Waters Region which has 2 TPs of Crafter’s Coral; one Open and the other controlled by DNA! This region is so abundant with life that colonization attempts are made against TN 14, but any success will count as a Great Success! They receive +1 to a Buyout in the region this round.

    Sometimes, treasure can be discovered even in the middle of seemingly worthless possessions. In this case, the Carral family of the Cyphiri Union held on to this belief as they searched their lands, which many would consider barely hospitable. And, luckily enough, they did come across something which could prove to be very useful in the right hands…
    The Cyphiri Union prospects Region 121, revealing 2 TPs of Unworked Serpentine!

    HEX Prospects a site for the Ventroots in Region 192

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

    CYP establishes a Cultural Identity: Bringers of Peace (2d8 to Sway and Impress Reaved and Unruly factions)

    GTZ establishes a Cultural Identity: Strong Foundations (2d8 to Press Claims)

    HEX establishes a Cultural Identity: The Merchant Life (2d8 to Buyout TPs)

    KNH colonizes Region 62! The region gains a Blossoming Sequence Holy Site and a Desired Import of Spices

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

    Invited by the new Grand Matriarch of the Lux-Glossian Shades, the powers of temperate waters gather at the Banquet of Eternal Light. An event that quickly reveals itself as a monument to the Grand Matriarch’s vanity. However, the self-styled Eternal Mistress’ extravagances are revealed as an orgy of cannibalistic violence by a brave member of the Cerulean Shade and a gallant knight errant, casting deep shadows over the future of the Shades themselves. LUX hosts the Banquet of Eternal Light. COS receives 2 Treasure from LUX.

    STC sends a delegation with 2 treasure to KEN. Response to follow with NPC actions

    SEN gifts Bitter Tourism to DPB via Cultural Exchange

    CYP establishes a marriage claim on 126

    The Cryptid Congress gathers itself after a decade of internal squabbling. CRY becomes an NPC!
    After a disastrous attempt to defend its market interests revealed the depth of dereliction to which a liege might sink, the Cryptid Congress has for years been paralyzed by gridlock. What actions dare it take as a state, neither being able to trust that its new liege might back it up, nor trusting its liege at all? But no state can remain subject and not agent; the natural impulse of a people is to act. With internal debate and backroom deals Shah Honorebb Qualodias IV is able to once again open a path forward.

    Power and influence wanes for those that have been integrated into other powers. All supports and Trade Posts controlled by the following nations are returned to Open: FAY, AOK, SBK, CPS, GWC

    MIR impresses 153 Aristocracy
    RFT impresses 66 Clergy
    ESP impresses 49 Clergy
    COS impresses 127 Merchants
    COS impresses 103 Clergy
    GTZ sways 170 Aristocracy
    PGL impresses 131 Aristocracy
    STC impresses 186 Merchants STC lacks the glass required.

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    COS researches a new technology, Reactive Refining!
    Effect: May make a Screechstrobe Cluster as a 3-project action.
    Prerequisites: Volatile/Reactive Metal, which is consumed.

    ESP founds a City in Verja (61), Verja! Bonus: battle rolls
    A decade ago, this land was unrecognizable. Now, under the unceasing, unsteady black light of the Crown of Avarice, a thick blanket of brambly veins and pulsing roots flow with the tarry lifeblood of Industry. The converted locals emerge from their caves and pass as shadows among these monuments, seeing to their tasks and darting away. And in the heart of this place, at the heart of power, the nexus is swiftly coronated by the rise of a new city. Unlike any ordinary city, though, this is but a skeleton. It is mere support structure. For within the clouds of dust and tangles of thorns, this city will become the seat of Industry!

    LSD founds a City in Senja Bersinar (2), Indah’s Throne! Bonus: swaying supports

    OKI founds a City in Orope (114), the Nundine Plaza! Bonus: resisting sacks

    MIR buys out 150 TP 1 for Pojanese Raider Bands
    MIR buys out 149 TP 2 for Giant Cleaner Wrasse
    CYP buys out W35 TP 1 for Titanic Rune-Carved Fossils
    ESP buys out 63 TP 1 for Sheerspun Fabric, outrolling COS
    LSD buys out 16 TP 1 for Redglow Rock
    KNH buys out W6 TP 1 for Glittergill Shards
    KNH buys out 129 TP 1 for Mercenaries
    PGL buys out 102 TP 1 for Bloodbass
    HEX buys out 161 TP 1 for Flowersalt
    DPB buys out 179 TP 1 for Wetherwisps
    OKI buys out 133 TP 2 for Wave Scorpions
    STC buys out 52 TP 1 for Compressed Algal Feedblocks
    UNI buys out 21 TP 3 for Jaderock Coral
    UNI buys out 20 TP 2 from LIT for Carcinized Architects
    UNI buys out 22 TP 2 from LIT for Sandfish
    UNI buys out 16 TP 2 for Redglow Rock

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

    HEX sets the Uplift Reverence 10 HS bonus to 2d8 to Sway factions

    Deep Blue sets the Open SEAquence 15 HS bonus to 2d8 to Undermine supports

    Deep Blue sets the Open SEAquence 25 HS bonus to the following: When you take two recruit unit actions in a turn, recruit a third unit
    The fishygod once saw little utility in religion, and had to be convinced of it. It then was willing to be a subject, to passively reap the gains of a faith curated by alien minds. Deep Blue is subject no more, and its doctrinal interpretations align themselves with remaining just as free.

    OKI founds a Flowing Way Holy Order, the Order of Saint Jean of Akko, in Region 123!

    Costa Sereia repairs the Temple of Narcis (HS 1) in Narcis’s Rest (173)

    The Astral Menagerie converts 104 HS 1 from Sakurado to Shimmers of Unseen Bane
    RFT converts 71 HS 2 from Wings of the World to the Eternal Communion
    LIT converts 16 HS 1 from Open to Radiant Indah
    PGL converts 104 HS 2 from Shimmers of Unseen Bane to Sakurado
    HEX converts 30 HS 1 from Archaic Assembly to Uplift Reverence
    GRV converts 57 HS 1 from the Eternal Communion to the Blossoming Sequence
    GRV converts 187 HS 1 from the Eternal Communion to the Blossoming Sequence, outrolling the Astral Menagerie
    OKI converts 123 HS 1 from Open to the Flowing Way
    FIN converts 112 HS 1 from the Flowing Way to the Final Peace
    FIN converts 112 HS 2 from Open to the Final Peace

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    The Lighthouse performs a Miracle, bolstering the blessings of Indah to her followers! EDIT: The Crimson Chant is renamed to Radiant Indah!
    Spoiler
    Show
    Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
    Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
    Radiant Indah Head 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 Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
    Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
    Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

    The World Garden of the Sakura-Jin grows a Miracle, the Ebon Oyster! COS, SEN, CYP, HEX, and PGL accept a Shadow Pearl.
    Spoiler
    Show
    Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically receive a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster.

    The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets.

    If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted.

    The Rebelborn Myriad creates an Artifact, the Boring Doctrine! Effects: The bearer of this artifact can once per turn cross glacial borders as though they had the requisite technology.
    This isn’t what we meant when we said theological discussion was boring! The Rebelborn harness the powers of the Worm™ and make glacier like unto swiss cheese: a hole-y thing.

    The Eternal Spring creates an Artifact, the Alpha ex Machina! Effects: For each treasure gained by the holder, one Paperclip is created.
    Make Paperclip.
    Make Paperclip.
    Make Paperclip.


    HEX gains an Artifact from the CCA, the Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons.

    COS gains an Artifact, a Screechstrobe Cluster! Effects: 1/turn +2 to one of Maneuvering or Sacks. 3 uses. May be gifted to rebel armies for +2 to their Maneuvering as a non-action, but this consumes 2 uses

    EDIT: CYP improves their Artifact, the Piryon Ma'yan! Effects: 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 4 (or more). As the Piryon Ma’yan grows, this effect may improve. Condition for second growth: the Piryon Ma'yan's effect is applied to two additional consecutive projects

    Spoiler: The Astral Menagerie wanders
    Show

    GTZ gains 2 treasure from the Banished Merchants, before they’re stolen by the Mongrel Horde!

    The presence of the Banished Merchants encourages the Kelpie and the scintillating Twin to remain in Pfilghol.
    A conversion attempt is made with a bonus of +8 against a random HS in one of PGL's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 2 in Region 104.
    The scintillating Twin attempts to Spark Rebellion, but has no valid targets.
    The Kelpie, the Twin, and the Banished Merchants will leave PGL in round 20.

    DPB hosts both the Mare and the mimic!Twin.
    A conversion attempt is made with a bonus of +8 against a random HS in one of DPB's regions, prioritizing regions with unruly clergy. This round, it will target Holy Site 2 in Region 59.
    The Mare and the Mimic will leave DPB in round 20.

    MGM is visited by the Withering Everlight.

    LIT is visited by the Scintillating twin.

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

    The Cyphiri Union invents a new technology, Reanimation Colonies! Prerequisites: Graduated Symbiosis, Corpses/Skeletons, Category: Mounts & Warbeasts, Effect: -10% to own casualties.

    The Magaramachi Salintation invents a new technology, Battlefield Scavengers! Prerequisites: Carnivorous Animals, Category: Mounts & Warbeasts, Effect: Negates all the casualty reduction effect(s) of one technology or tactical doctrine.
    Warfare has advanced enormously in the past fifty years. No longer, if nations have an interest in the lives of their cannon fodder, must the lowly soldier face certain death on the battlefield. Nowadays, it is not atypical to see medical units scouring a battlefield after the clash, retrieving units yet within the realm of salvation.
    The Magaramachi forces now hold a similar power. Scouring the battlefield, they find those who could yet be saved. After all, the squirmy ones taste the best.

    The Peacekeepers of Surunung perfect the tactical doctrine Wave of Envenomation, making it available to all their commanders! SUR gains +1 to Maneuvering rolls! General Jejapang Keja provides +1 to battles when successfully implementing Wave of Envenomation!

    GTZ builds a Fortress, Fort Essentio, in New Korasoon (174)

    Spoiler: MIR invasion of Region 150
    Show
    Native Commander score: 8

    Tactical Maneuvering Roll:
    MIR: 17, attempting to use Impenetrable Bubble Tactical Doctrine (-20% enemy casualties, -20% own casualties, +12 enemy leader loss, +4 to battle)
    Natives: 12, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    4 MIR units and 5 MGM units vs 5 native units; Advantage for MIR; +2 Outnumbering Bonus

    Battle Roll:
    MIR: 26
    Natives: 19

    MIR Victory! MGM loses 1 unit! The native defenders lose 2 units! The Splendid Miru Miru gain Region 150!

    Spoiler: SHK invasion of Region 118
    Show
    Led by Gwasgymarchog (Military 8) with a Military 10 leader, the Shark People swarm into region 118 attempting to use their Thousands Arms against the hastily assembled coalition of mercenaries, local aristocrats and Cyphiri Union troops led by Renald (Military 8) with a Military 10 leader who orders his troops to focus on Prime Targets.

    CYP wins Tactical Maneuvering successfully using Prime Targets (-2 to enemy leader loss rolls, -20% own casualties, -20% enemy casualties)

    The Shark People don't attack in a coordinated line like regular armies, instead splitting into a myriad of small groups to spread destruction and looting over as wide an area as possible. While this tactic generally works in their favor, avoiding centralized areas of focus, in this case Renald's wise decision to focus on core targets was helped greatly. Able to isolate small groups and focus on them one by one, the bulk of the Shark People devastation could be negated, although unfortunately for the Union Gwasgymarchog himself could not be located in time.

    Tie! SHK loses 1 unit! CYP loses 1 unit! OKI retains control of 118! SHK gains a foothold in 118! SHK fails to Sack 118 TP 2!

    Spoiler: SEN invasion of Region 70
    Show
    Led by Balelia (Military 9) with a Military 10 ruler, 6 units of the Shifting Ennead march over the border attempting to Integrate the Captives of region 70. They are resisted by 5 units of the Kar-Narth Hegemony and four units of their Draigiau allies, all under the command of the famed General Kreel (Military 10) with a Military 10 leader who is attempting Slaughter Cadres.

    KNH wins Tactical Maneuvering successfully using Slaughter-Cadres (-1 to Maneuvering roll, -1 to Battle roll, +20% enemy casualties, -4 to enemy leader loss roll)

    Unsupported in the main by advanced technology, this is an "old fashioned" battle of the type that has been fought under the seas for generations. The two generals maneuver to line up their forces effectively, Balelia ensuring that pens and holding centers are set up behind the lines to hold the anticipated captives while Kreel spends time with their lieutenants identifying core units of troops to be targeted. The two lines clash shortly before noon and the tide rapidly turns in favor of the larger Kar-Narth forces. The core sections Kreel had targeted collapse sooner than expected which frees up more troops to join the melee, an effect that rapidly snowballs until all at once the Shifting Ennead line breaks, leaving piles of their dead behind them. Balelia is nowhere to be seen, whether they're captured or killed is unclear at the moment.

    KNH and DRG Victory! KNH loses 2 Units! SEN loses 4 units! DRG loses 2 units! DRG retains control of Region 70! KNH captures Balelia!

    Spoiler: SEN invasion of Region 71
    Show
    Led by Tulticius (Military 8) with a Military 10 ruler, 7 units of the Shifting Ennead march over the border attempting to take the lead and be the First To Kill in region 71. They are resisted by 5 units of the Kar-Narth Hegemony and five units of their Draigiau allies, with Marshal Adaya shel-Girum ban-Liav (Mil 8)with a Military 10 leader taking ultimate control and ordering their troops to act like Unbending Iron, using the artifact Sus I Bik'ah to inspire them.

    Tactical Maneuvering Roll:
    SEN: 16, attempting to use First to Kill (+4 to battle, -4 allied leader loss, -2 enemy leader loss, +10% casualties both sides)
    KNH: 13, attempting to use Unbending Iron Tactical Doctrine (defense only, +3 to battle roll, -2 to own leader loss roll, +20% enemy casualties, +10% own casualties)

    Outnumbering:
    7 SEN units vs 5 DRG units and 4 KNH units; Advantage for KNH; +1 Outnumbering Bonus

    Battle Roll:
    SEN: 22
    KNH: 21

    SEN Victory! KNH loses 2 Units! SEN loses 4 units! DRG Loses 3 Units! SEN gains control of Region 71! SEN captures The Three Claws!

    Spoiler: GTZ invasion of Region 108
    Show

    Eight Gotezhar units under the command of Squall Kagado (Military 8 with a Military 10 ruler) supported by submarine artillery and using the Middish Way cross the border into region 108, seeking the storm’s centre in the ensuing battle. Marching alongside them are a combined force of one Order of Order unit and six World Garden units, the waves from such a large movement of troops can be felt from miles around. Deployed against them the Finalist leader Naomi and her seven units, attempting to use Unyielding Force

    GTZ wins Tactical Maneuvering successfully using Aim For the Storm’s Center (-6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll)

    The Gotezher coalition, large enough to be unwieldy for a less tactically competent general than Squall Kagado serves largely to as cover for a smaller grouping of elite troops tasked with launching deep strikes on influential Finalist troops. The goal is to decapitate leadership, not to cause massive casualties. Time and again they perform such strikes until eventually the Finalists are all but shorn of the battlefield command - essentially only Naomi herself remaining of the hierarchy - and confusion sets in which leads to panic which leads to a rout of the Finalist forces. In strict numerical terms, the Finalists won the battle but in practical which-army-controls-the-field terms, Gotezhar and her allies are triumphant.
    The celebration lasts until a fast messenger brings them the latest news from the capital.

    GTZ Victory! GTZ loses 2 units! SKR loses 2 units! FIN loses 2 units! Feytor Mir’adin succumbs to the Black Spot! SKR gains control of Region 108!

    Spoiler: SUR invasion of Region 159
    Show
    Native Commander score: 6

    Tactical Maneuvering Roll:
    SUR: 18, attempting to use Wave of Envenomation Tactical Doctrine (+4 to Battle Roll, +20% Enemy Casualties, +30% Own Casualties, -2 to Allied Leader Loss Roll)
    Natives: 13, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    5 SUR units vs 3 native units; Advantage for SUR; +2 Outnumbering Bonus

    Battle Roll:
    SUR: 25
    Natives: 19

    SUR Victory! SUR loses 3 units! The natives lose 2 units and their leader! SUR gains control of Region 159!

    Spoiler: FIN invasion of Region 107
    Show
    Native commander: 5

    Tactical Maneuvering Roll:
    FIN: 12, attempting to use Unyielding Force (+2 to battle, +20% own casualties)
    Natives: 14, attempting to use Unyielding Force (+2 to battle, +20% own casualties)

    Outnumbering:
    4 FIN units vs 3 native units; Advantage for FIN; +1 Outnumbering Bonus

    Battle Roll:
    FIN: 18
    Natives: 8

    FIN Victory! FIN loses 1 unit! The natives lose 3 units and their commander! FIN gains control of Region 107!

    Spoiler: Rebel invasion of Region 104
    Show
    Tactical Maneuvering Roll:
    Rebels: 14, attempting to use Skirmish tactical doctrine (-10% casualties for both sides)
    PGL: 15, attempting to use Just Do Better (+2 to battle)

    Outnumbering:
    6 PGL units vs 4 Rebel units; Advantage for PGL; +2 Outnumbering Bonus

    Battle Roll:
    Rebels: 11
    PGL: 16

    PGL Victory! PGL loses 2 units! MON loses 2 units and the rebellion is crushed! War-Tamer Glokilgt is killed/captured! PGL retains control of Region 104!

    Spoiler: Three-Way Battle for Region 115
    Show
    Native commander: 5

    Tactical Maneuvering Roll:
    Rebels: 7, attempting to use Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll)
    Natives: 10, attempting to use Skirmish tactical doctrine (-10% casualties for both sides)
    OKI: 21, attempting to use Quiver Hell's Foundations (+2 battle roll)

    The lowest two rolling armies will fight each other first, then the winner will fight the third.

    Rebel invasion of Region 115

    Outnumbering:
    3 Rebel units vs 3 native units: no outnumbering

    Battle Roll:
    Rebels: 8
    Natives: 10

    Native Victory! Natives lose 1 unit! LIB loses 1 unit!

    OKI invasion of Region 115

    Outnumbering:
    5 OKI units vs 2 native units: Advantage to OKI: +4 Outnumbering

    Battle Roll:
    OKI: 25
    Natives: 8

    OKI Victory! OKI loses 1 unit! Natives lose 1 unit! OKI gains control of Region 115!

    The Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns, and The Vermilion Colossus Draig, Gwrfaedlaithe, The Fuming Ice, have another colossal showdown!

    The Cathedral of Movement (67) takes collateral damage!
    Region 67 Eternal Communion HS 1 becomes Open!
    Region 67 Piezo-Phosphoric Crystals TP 1 is destroyed!


    Schemes!
    Coercion, betrayals, and spycraft

    The Aristocracy in the Abyss (21) becomes Open! Without the support of the noble class, UNI is forced to disband one unit

    Kucen agents apparently acting in the interests of the Lux-Glossian Shades attempt to intimidate merchants in the service of the Ironkelp Order, Divine Nacres, Gravetenders, and Pfilghol, but their threats are largely laughed off.

    DRG fails to slander SEN with the CCA
    The Draigiau Residuum tries a very effective form of slander, at least when dealing with the Shifting Ennead: honesty. Unfortunately, it’s difficult to maintain the moral high ground when your Titanic ally is currently boiling the seas in a combat which echoes for leagues.

    BLP fails to undermine COS merchants in 128

    The rebelling Clergy in Region 104, the Mongrel Horde, steals the Banished Merchants from GTZ

    Deep Blue investigates the cause of the unrest in SEN territory in round 16. All signs point to the Kar-Nath Hegemony, from the Rimestone used to preserve the graft materials while in transfer to Ennead waters to the origins of three of the graft species being Glacier Crag.

    Terror!
    Violence, upheaval, murder, and destruction

    The Pojan Nomads have reached an unprecedented size under the leadership of the Shark King. Guided towards juicy, edible targets by their Shark Orb, they strike the unsuspecting and leave destruction in the sandpaper-smooth wake of their cartilaginous mounts.
    Region 176 TP 2 (Whispering Eggs) is destroyed!
    Region 159 TP 1 (Homing Anemone) remains Open.
    Region 10 TP 3 (Magaramachi Rippers) is destroyed!


    The rebelling Clergy of region 115, the Librarians of Oskt, Sack Orope (114) HS 2
    A golden, guiding star of learning, the Sage’s School has long been a center of critical thought and worshipful contemplation. The knowledge contained in script and soul could fill a thousand books and a thousand more. Or, perhaps, a new wing of the library. The Librarians descend, harvest, and abscond.
    The school got schooled!

    The Abyssal Stewards base in the Meadows of Elyan’din (136) is destroyed! The apparent culprit is the Order of Knights of the Ironkelp, but the details don’t add up upon a closer look. While there are a multitude of Middish corpses strewn amongst the melted and exploded wreckage, their origins belong to a variety of Langues. What little of the assailants’ equipment is intact enough to be examined can be traced to deserters and dissenters from multiple distinct Centuries of the Knights. Most damning, there is no sign of seedpod shrapnel from the Knights’ distinctive supermarine artillery.

    The rebelling Finalists of Region 108 successfully sway the Aristocrats in region 107 to their cause! The rebel army gains 2 units (total after battles: 10 units) due to recruitment from the trained nobility and gains a new Commander, Finalist Zuberi (Mil 9; Bunker Down tactical doctrine: +1 battles, -20% own casualties, -10% enemy casualties).

    Discontent continues to grow in the Crawling Crags (20) and the Marble Kingdom (187), but it does not yet spill over into outright violence.

    The unruly Aristocracy of the Crawling Crags fail to undermine the Merchants from the Unity.

    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.
    Region 12 Merchants grumble, but refrain from unruliness!
    Region 13 Aristocracy grumbles, but refrains from unruliness!
    Region 15 Aristocracy grumbles, but refrains from unruliness!
    Region 104 Merchants grumble, but refrain from unruliness!


    The following regions must have region write-ups submitted by the start of Round 19 or suffer Unrest:
    12 (LOL), 13 (LOL), 15 (LOL), 104 (PGL), 112 (OKI), 121 (CYP), 179 (DPB), 187 (DPB)

    As bureaucracy breaks down as important documents are lost or improperly filed, the peoples of some seas begin to wonder if there might be better custodians of their daily business.
    Region 76 Clergy grumbles, but refrains from unruliness!
    Region 81 Merchants grumble, but refrain from unruliness!
    Region 105 Merchants grumble, but refrain from unruliness!


    The following regions must have region write-ups present in the Waters of the World thread by the start of Round 19 or suffer Unrest:
    5 (LOL), 76 (GRV), 81 (GRV), 105 (PGL), 176 (OKI)

    The definition of a luxury good may change from sea to sea, but the repercussions of a perpetually unsatisfying existence do not.
    The hedonists of Raconensae (73) are prepared to take matters into their own fins to resupply their cache of Drugs, if they have to. The Merchants in region 73 become Unruly!
    After years without Coral, SUR loses the support of the Rakahera (155) Merchants!

    Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
    Region 28 Clergy becomes Unruly!
    Region 113 Merchants grumble, but continue to support COS!

    The following Reaved regions will deteriorate at the end of round 19: 2, 28, 101, 113
    The following Reaved regions will deteriorate at the end of round 20: 14, 17

    The Open SEAquence continues to dictate herring behavior, overturning the traditional spawning cycles in several seas.
    The Clergy in Region 55 become Open.
    The Clergy in Region 57 become Open.
    The Clergy in Region 58 become Open.

    Reavers Reave 56 DPB Aristocracy
    Reavers Reave 167 Open Merchants
    Reavers Reave 141 GWC Clergy
    Reavers fail to Reave 57 Open Clergy
    Reavers Reave 94 Open Merchants

    Reavers Sack Region 141 Ascension’s Mirror HS 3
    Reavers Sack and destroy Region 94 Deatheater Coral TP 1

    Divine Mistress Adiratna drinks deep of the Coruscating Eel Blood Sample! She communes with her Goddess, entreating her to return to her worshipers and learning more of the Goddess’s nature. More details may follow with Org actions

    The Eel Without End emerges in Region 150, coercing TP 2 for Pojanese Raider Bands. The Eel continues through Region 152 and the Bloodripper Lands (154), coercing Region 154 TP 1 for Bloodripper Eels!
    Spoiler: New Eel Mechanics
    Show
    The Head:
    - The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
    - Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
    Base Weight: 1
    - Region is the immediately previous location of Eel Without End head: Weight x0
    - Eel Without End already present in region: Weight x0.5
    - Eel Without End already omnipresent in region: Weight x0
    - Roughs or Shallows border between current and neighboring region: Weight x0.5
    - Toxic border between current and neighboring region: Weight x0.25
    - Glacial border between current and neighboring region: Weight x0.25
    - Colder climate (too far from the Maw): Weight x0.25
    - Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
    - Towards target from Faith action from Radiant Indah head: Weight x3

    Present:
    - Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
    - Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
    - The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

    Omnipresent:
    - If the Eel Without End enters a region it is already present in, it becomes omnipresent.
    - Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
    - The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
    - When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
    - Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

    Labyrinthine:
    - When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

    The Tail:
    - When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
    - The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
    - When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.

    The glorious spiked tail of the Eel Without End passes through Binar Fajar (7) (much to the discontent of the local Radiant Indah worshipers who lament the absence of their Goddess’s sparking fins), Selach (6), and Senja Bersinar (2).

    Organizations!

    Titles and Title Upgrades:
    CYP Composes Artistry
    HEX earns the right to undergo the Bottomless Trial from ABS
    DPB attempts to further refine its Core Fragment in Raconensae (73), but fails to find any new refinements in this location
    LIT begins to Track a Titan at the edge of Region 1, beginning a Titan Hunt! More details will follow with Org actions

    Reputation:
    RFT “contributes” to Titan-Sized Damage Report and Scorns ABS
    GTZ accepts the blame for the attack on the Khandeeps Holdfast
    SKR raises reputation with CCA (rep 1 🡒 2)
    SKR raises reputation with ABS (rep 1 🡒 2)
    KNH uses a favor to raise reputation with CCA (rep 3 🡒 4, favors 2 🡒 1)
    MGM uses a favor to raise reputation with CCA (rep 0 🡒 1, favors 1 🡒 0)
    CYP loses a reputation with CCA due to ruler turnover (rep 4 🡒 3)
    EDIT: DRG creates a Trade Route Cultural Exchange with CCA, gaining a rep from Firstreef Contact (rep 1 🡒 2)

    Favors:
    MIR, HEX purchase Seeker Barnacles from DNA for 1 favor each (DNA favors 1 🡒 0)
    MIR, KNH contribute to Reclaimer’s Records (CCA favors 1 🡒 2: KNH; 0 🡒 1: MIR)
    MIR, CYP, SKR, KNH, DPB, HEX contribute to Titan-Sized Damage Report
    (ABS favors -1 🡒 0: SKR, CYP; 0 🡒 1: KNH, HEX; 1 🡒 2: MIR, DPB)
    HEX gains 2 CCA favors from To Kill a Dream (CCA favors 1 🡒 3)

    Prestige:
    MIR displays a Great Work of Theater: Ia's Keiki Imi, as transcribed by Unui Hi. +3 PRS
    HEX spends 5 Treasure for Opulent Optics. +1 PRS
    CYP loses partial prestige due to ruler turnover. -1 PRS
    MGM loses one prestige from Magaramachic Megamorons. -1 PRS

    Admiration For The Acclaimed Results:
    RFT acclaims Sersi GRV
    CYP acclaims OKI
    ESP acclaims KNH
    SEN acclaims DPB
    KNH acclaims GRV
    HEX acclaims MIR
    MGM acclaims MIR
    LIT acclaims MIR
    SUR acclaims MIR
    MIR acclaims MIR (which does nothing)
    MIR gains +2 PRS!
    GRV gains +1 PRS!
    OKI gains +1 PRS!

    Scorn For The Condemned Results:
    MIR condemns LSD
    CYP condemns LUX
    ESP condemns SEN
    SEN condemns KNH
    KNH condemns SEN
    GRV condemns SEN
    DPB condemns KNH
    MGM condemns MGM (which does nothing)
    LIT condemns LSD
    LSD loses 1 PRS!
    SEN loses 1 PRS!
    LUX loses 1 PRS!

    Results:
    MIR becomes Envy of the World! (rank 4)
    LUX falls to rank 3
    OKI rises to rank 3
    CYP, KNH fall to rank 2
    HEX gains a partial prestige (rank 2.1)
    SEN, LSD fall to rank 0
    MGM falls to rank -1

    Other:
    CYP contributes 1 use of Building Materials from the Trawling Beast-hit island north of Palacia in lieu of a High-Quality Building Materials TP for Finalized Repairs
    KNH provides 77 TP 3 for Rimestone to DNA for Finalized Repairs
    ESP builds a Reefback Nursery in Verja (61)
    ABS studies The Colossus Draigiau as well as the Residuum’s Histories. More details will follow with Org actions
    Last edited by Aerin; 2023-02-02 at 05:09 PM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  5. - Top - End - #485
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    Tropical, Region 10, 154

    Ruler: Basically-A-Kraken
    D 1; M 10 ; E 10 ; F 1; I 1

    Almost certainly a new leader next round but I'll wait until its confirmed


    Region 10 Actions (3)
    1)Miltary - Complete great project - "The Mercenary Halls" 6/6
    Finally, despite collapses, despite the shortage of resources caused by Gotezhr involvement, finally the halls are ready. There had been talk of hosting a gathering to spread the word, but Basically-A-Kraken, despite being the leading force behind this project, barely seems interested. Pausing only to snarl at a would be challenger and to engage in a brief fight over a potential mate then another one with the self-same potential mate, he swims resolutely northwards.

    2)Diplomacy Attend the Grand Opening of the Aniwana Mall
    A group of mercenaries take it upon themselves to tout their business at the Aniwana Mall.
    • Give Blood Algae to the Miru Miru and the Kar Narth Hegemony
    • Give Battlefield Scavengers to the KarnNarth Hegemony
    • Get Bioluminescent Navigation from the Miru Miru
    • Get Photosphere Signalling from the Miru Miru
    • Get Composite Grafting from the Kar Narth Hegemony
    • Get Filter Feeders from the Kar Narth Hegemony


    3)Military Eat the Eel
    Those who laughed up their sleeves and claimed the Magaramachi were incapable of learning from their mistkes must be feeling pretty damn stupid right now. After witnessing so many die while attempting to eat the Eel, Basically-A-Kraken is going to attempt to eat the Eel starting in a different place. It's their big brains that make them so crafty.

    With the Eel so close it was probably inevitable anyway, but the completion of the Mercenary Exchange frees his time up to swim into the Bloodripper lands and launch a headfirst assault as he attempts to sink his jws into the beast's left eye. The colossal slithering of the creature drowns out his final cry to the extent that noone can say for certain whether its one of agony or triumph. Although, admittedly, hardly anyone thinks it might be triumph.

    Region 154 Actions (2)

    4)Economy (10) being used as Economy (5) Specialised Ship - the "IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE."
    While Magaramachi attempts at technological invention seemed promising at first they all failed towards the end. Or almost all, one outgrowth of their attempts to create shallow water colonies does seem to work. Other nations might call it a ship but to the Magaramchi it's just a bioengineered mat of algae that wraps around a few individuals keeping them all but motionless and seperated from each while one strain filters toxins from the waters, another oxygenates the water and another feeds on wastes. It dies soon without inhabitants as they form a vital part of the system but when Magaramachi are inside it it can be used to corss the wastes. When asked it's name by a Lojanese trader, the inventor christened the ship the IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE.

    5)Economy- Titanic Battle Report
    Enroute through region 154 Basically-A-Kraken meets one of the strange crustacean mystics of the Abyssal Stewards. The following is, in relevant part, a letter sent by that mystic to one of his colleagues.

    Spoiler: Titanic Damage Report
    Show

    ...

    One interesting thing did happen though, old friend. And I think by the time you receive this missive you will know how events transpired which, at time of writing, I do not. I encountered the "ruler" (for whatever that term is worth when applied to a race as egomaniacal as thr Magaramchi) swimming north into the lands they call the Bloodripper Lands. For all their flaws, the Magaramchi have helped us and I stopped to pass the time with him.

    He talked initially of the loss of their supply of Bloodripper Eels to the Eel. His comments confirmed what we already know, that the eel exerts a coercive influence on those around its head, although the knowledge that the Magaramchi are susceptible to this is new information. He then screamed at the top of his voice that he would eat me and that the entire organisation of the Abyssal Stewards was less than a mouthful and he would still be hungry after it. Don't be alarmed, old friend! I have found in my dealings that the Magaramachi use elaborate threats of being eaten and boasts about their physical size the way you or I might use "hmmm" or "errr". While thinking of the next thing to say most races make such filler noises, the Magaramachi fill the space with chigh-volume complex and often mutually incompatible threats of violence and outlandish physical claims. I'm truthfully not even certain they know they are doing it.

    Regardless, we confirmed that the Magaramchi are susceptible to the Eel's influence (though not, I was assured, Basically-A-Kraken himself: he would eat any mind altering influence that came near him and if it, the mind altering influence, knew what was best for it then it, the mind altering influence, would stay well clear of Basically-A-Kraken. It is not worth, in these situations, attempting to clarify how precisely he would eat an influence.) He then informed me he was going to sort it out now.

    The supply of Eels? I clarified. No, of course not. He was going to go and eat the Eel itself. I cautiously offered that many others of his race had attempted to eat the Eel before and all had died within seconds. He explained that that was because they were all pathetic weaklings and it was best for them that they died rather than living as such a minuscule creature. He, on the other hand, was the largest Magaramachon of all time and would doubtlessly succeed. It did lead to an interesting discussion of the effects of the Eel's blood, though, and I will write up these findings seperately.

    After screaming at me that he was literally eating something bigger than me at that precise moment (he was not noticeably doing so) he elaborated on his vector of attack on the Eel. He was going to begin eating the creature's eye as there was no blood in the eye. I offered that perhaps the Magaramachi's lack of eyes had left some gaps in his knowledge as eyes, in the main, do indeed have blood in them but, again, these matters are rarely worth pursuing. Do not think me heartless here, there is nothing I could have done to dissuade him and too concerted an attempt would have just resulted him attacking me.

    Now, a philosophical matter. Would I be considered a monster if I were to follow him and observe? He is going to attempt this anyway and it could well provide useful information on the effects of the Eel's aqueous humor on living creatures. It is even possible that it will have a lasting effect on the creature. Unlikely I will grant, but the eyes are presumably one of the beast's weakest spots. Who knows. If I do follow him I will be sure to circulate the effects in conjunction with my notes on the effects of the Titan's blood.

    At this point he appeared bored of talking to me and swam off. I submit to the Titanic Damage Report the following:
    A report of the coercian of the Magaramchi trading post in the Bloodripper Lands
    A report of the effects of Eel blood on living creatures, thoroughly field tested on almost a thousand different individuals
    (Potentially) A report of the effects of Eel aqueoud humor on living creatures, admittefly only based on one observation.

    ...


    Net effects
    (Mil +1) (Econ + 1)
    Treasure 0->0 (Current Max 5)
    Units 4->4 (Current Max 6)

    Spoiler: Misc Info
    Show


    Spoiler: Upcoming Actions
    Show

    (Request: Cooperate in the creation of the Titan-Sized Damage Report. Available for anyone negatively effected by a Titan since Round 8. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 21. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Damage Report. 1 Favor earned for spending an Economy or Diplomacy 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.)
    [*]Cash in Stewards favour for one rep

    Need to sort out trading posts in my lands.

    Operation, get a sandfish (Chorus favour to travel through wastes?)

    Operation depth two (depth 1 plus ABS or depth 2)



    Econ 5 used.
    Econ 10 used.
    Mil 10 used.

    Spoiler: Technology
    Show

    Supernatic Propogation (starting tech)

    Blood Algae
    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.

    Battlefield Scavengers
    Military slot: Mounts and Warbeasts
    Pre-reqs: Carnivorous Animals
    Effects: Negates all the casualty reduction effect(s) of one technology or tactical doctrine
    Write up: The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.


    Spoiler: Orgs
    Show


    ABS - Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
    CCA - Welcome: +1 to resist Support becoming Open or Unruly as the Chora's songs raise opinions of your regime
    PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics


    Spoiler: Military
    Show

    General Tiny (Mil 7)

    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 who are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    • Utterly ignore the Withering Everlight Probably a few individuals try to eat it, but basically the Magaramchi have no interest in their uninvited guest.
    • Cash in one favour for one rep with ABS The Magaramchi have a weird relationship with the Abyssal Stewards, similar to their one with the Splendid Miru Miru really. The Magaramchi are (in their opiion at least) so utterly physically and martially dominant over the tiny fish and the reclusive hermits that something approaching friendly relationships can be established. Plus the Magaramachi aren't overly mercantile. All that together means that when the Abyssal Sewards enquired politely as to what the Magaramchi wanted in exchange for helping them to Grow again Greater the Magaramachi waved a dismissive hand. Such apparent magnamity raises their reputation with the stewards.
    • Increased Incursions into Lojanese Territory As Lojan, the Miru Miru and the Peacekeepers all know, bordering the Magaramachi means constant small scale border invasions. But since Lojan stopped fighting back more and more Magaramchi have been attacking undefended merchant caravans and outposts. The border will explode into violence soon.
    Last edited by Kythia; 2023-02-03 at 03:42 AM.

  6. - Top - End - #486
    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 62, 63, 64, 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Turn 19


    Nedir, the Frozen King

    Diplomacy - 10, Military - 9, Economy - 9, Faith - 5, Intrigue - 6

    Actions:

    1. [Military]: Raise a unit
    - With close to half of their effective armies having been destroyed in defense of their allies, the Hegemony gradually begins to recruit new patriots to fill the dangerous gaps left by the absence of veteran soldiers.

    2. [Military]: Invade Region 53 with 4 units, led by General Kreel (Mil 10) using March of the Conqueror perfected tacdoc (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win, +1 to maneuver and +1 to battle from perfected tacdoc) and artifact Sus I Bik'ah (+1 to Tactical Maneuvering and Leader Loss rolls), using route 62 > 61 > 54 > 53. If Kreel wins maneuvering and the battle, using Chain of Kings to add +2 to sway roll.
    - With the worrying capitulation of their ally to the Ennead, the Hegemony is ever more wary of theri civilization being under considerable threat, and moves to block off an avenue of approach towards their main waters. General Kreel has not led an outright conquest in many a year, but his instincts seem to not be dulled in the slightest as he heads out at the head of the Nathi columns.

    3. [Economy]: Continue Project: Expand Trade in Region 65 (3/3)
    - After many years of careful effort, the Hegemony manages to set up further farms to gain a steady supply of Talented Crabs for themselves.

    4. [Economy]: Buyout TP 1 of Region 53, using route 62 > 60 > 55 > 53 and using 1 treasure (Roll: 15. Success!)

    5. [Economy]: Buyout TP 2 of Region 62 (Roll: 18. Success!)
    - As the constant aggression of their bellingerrent neighbor has clearly worn on Hegemony's finances, the Frozen King tasks the merchants of the land to gradually expand the logistical network of the isolated realm.

    6. [Diplomacy]: Attend event: The Grand Opening

    Spoiler: Event subactions
    Show
    Trade Electrodialytic Staurozoa and Joined-Stalk Companies technologies to MIR in exchange for Mamomachines and Oxygenating Implantations technologies

    Trade Joined-Stalk Companies technology to LSD for Crimson Cuirasses technology

    Trade Composite Grafting and Filter Feeders technologies to MGM in exchange for Blood Algae and Battlefield Scavengers technologies

    Trade Joined-Stalk Companies technology to STC in exchange for Megafauna Caravans technology

    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: The Grand Procession (2/3)

    Spoiler: For whom does the glory belong?
    Show
    At first, there are problems, as is always the case with forging of new honors and stations of greater responsibility. The new system of merit drives many to advance their station without all the proper care for consequence, and although the agents of the King are on lookout for such, many no doubt try to attain honors the likes of which they are not entitled to. Regardless, Nedir presses on with his plan... but certain checks and balances will no doubt be necessary to avoid this gesture of unification from turning into a meaningless contest for shallow glory.

    As such, the agents of frozen king make sure to inspect the possible candidates for honors in utmost detail through numerous informants. Not only does this leave many too afraid and suitably chastized to try and fool the nation in all but most extreme of circumstances, but the mostly innocuous ceremony allows the king's agents to better keep track of tensions and schemes across the breadth of the Hegemony. This is, naturally, only a fortuotous side-effect of well-meaning celebration.

    To suggest otherwise would be silly, after all.

    The preparations for a suitable venue are almost complete as well, a complex route lined with banners in places it went through the major cities of the Hegemony before ending up at the foot of the Frozen Palace itself. Now, all that remained was to see if any had truly earned the right to be acclaimed for their righteous acts... or if the frozen king would have be disappointed by the measure of his people.

    B. Spy action (Loyal Figment) - perform Counterespionage (+1 from Office of Chain Wardens and +2 from ABS rank 2 bonus, both against secret actions)

    C. Allow GRV armies free passage through KNH lands, treat all other armies currently as hostile

    D. All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions

    News & Rumors

    The pronouncements of King Akkoroas receive a pointed response from the Frozen Court.

    "No clever twists on your part will absolve you of your crimes of assaulting nations that have had righteous reason to demand reparations from you. No heated speeches to your lackies will justify your invasions for land and power alone, for that is clearly all that the Ennead understand. Our frozen waters will offer you no tribute, no cooperation will be had with your cowardly kind. Until the Ennead negotiate in good faith and are willing to repay lives that they have taken from the Hegemony and its allies, our borders will forever remain shut to you...and should you assault us again, you will be dooming those among your ranks who already have a cause to regret their transgressions."

    (OOC: The Hegemony demands reparations from SEN's killing of their units and invasion of DRG to total of 4 treasure. They will not be paying anything until SEN is willing to negotiate in good faith. If SEN takes any hostile action against KNH, KNH will execute SEN's general and all prisoners of war. KNH is willing to negotiate regarding their return, as long as it receives guarantees SEN is not about to attack.)

    Leader improvements from turn 19:

    +1 Military, +1 Economy

    Leader stats for turn 20:

    Diplomacy - 10
    Military - 10
    Economy - 10
    Faith - 5
    Intrigue - 6

    Spoiler: Leaders & agents (end of round 18)
    Show
    Leader: Nedir the Frozen King (Diplomacy - 10, Military - 9, Economy - 9, Faith - 5, Intrigue - 6)
    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.)
    Spy: Loyal Figment (Intrigue 8)

    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 18)
    Show
    Regions: 77 (Capital), 75, 65, 64, 63
    Military units: 7
    Treasure: 2
    Artifacts: Chain of Kings, Sus I Bik'ah (Prize of the Depths)
    Specialized Ships: The Silvered Eye
    Reputation: ABS (2), CCA (4), DNA (2), PRS (2)
    Favors: ABS (1), CCA (2), DNA (1)
    Trading posts: 5 (Effective number: 7) - 1 income
    Rimestone - TP 1, 77 (Merchant support)
    Glittergill Shards - TP 1, W6
    Mercenary Retainers - TP 1, 129
    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, Bioluminescent Navigation, RADIANT SPHERES
    Military Technologies: Razor Current Netting
    Last edited by Grim ranger; 2023-02-05 at 10:31 AM.

  7. - Top - End - #487
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 19
    Regions: Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121)
    Ruler: Ashal Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 5 Military 5 Economy 7 Faith 5 Intrigue 3
    Voice of Harmony: Lyric 5 Passion 5
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Military, +1 Economy
    1. Recruit Unit (Wonder activated; 3 Treasure spent for +1 unit) [Military] - Unrolled
      Besides the efforts to rebuild the Retainer Guard, there are other new military forces being put together in the Union.

      The first are the Order of Knights of the Cavern of Arthan (usually shortened to the Knights of Arthan by most Cyphiri, including the majority of the knights themselves), having recruited to a large enough number that those among them ready and willing to fight in battle (many deciding instead to focus on more backline, logistical or otherwise supportive means of contribution than actually fighting) can form a significant military force in and of themselves, pledged to assist the Retainer Guard in times of trouble - in Renald's plans and organisation of the Union's military, they're put down as skirmishers, more mobile and sneaky than the main Kalan-dominated army (taking advantage of their background as opportunity scouts and the natural abilities of the Cyphiri) but also less well-trained, disciplined, and capable of staying solid in the middle of fierce battles.

      The second are a group quietly hired by Ashal Hallus from the Exchange - she'd learned about the old private force House Hallus (well, just the Hallus family at the time) used to own, and how they were signed over to service in the Stewards' military, and how Baran had seen little need to replace them. She disagreed, and so gathered up a band of kucen mercenaries loyal to her and House Hallus rather than the Retainer Guard and the Council Fund. She didn't yet know if the distinction would matter in the years to come, but she felt...safer knowing that it was there. Her earliest hires had proved useful in the fallout of recent events in the Glossian Sea, in any case.
    2. Great Project - Carr-Narin Tunnels (1/3; 4-stage project w/ Piryon Ma'yan used for -1 actions) [Military] - Unrolled
      Effects not worked out with the GMs yet, thinking something along the lines of helping interceptions here or making it more effective as hostile territory to those moving through. Can increase to a 5-stage project if required. May also give it a better name if one comes to mind.
      Looking at recent events as a whole - multiple attacks and raids by the shark people living in the waters between the tropics and the home waters of the Cyphiri, coming to a head with the battle to protect Ruwa Mai Juyawa, and the increasing role that the Lambent Syndicate appeared to play in the fall of the Lux-Glossian Shades - the Retainer Guard comes to a conclusion that the southern waters were overall a threat, one that should be prepared for. Looking at the territory of the Union and its allies, another invading force would have to either come through Kral-Katena or Carr-Narin. Kral-Katena was under the jurisdiction of the Order, and between their knights and the protection of Death's Passage, the planners of the Guard felt that an attack going that way would be handled easily. That left Carr-Narin, currently offering little resistance to attack. The Guard planned to change that, sending out a team headed by Mathias, a Kalan with a talent for defensive strategies and the latest person to be entrusted with the Piyron Ma'yan. The cave systems that the Carral had set themselves up in seemed like a good place to start working from...
    3. Attend the Grand Opening [Diplomacy] - Unrolled
      Spoiler: Subactions
      Show
      1. Give Reanimation Colonies to MIR
      2. Accept Oxygenating Implantations from MIR
      3. Accept Megafauna Caravans from STC

      The Belar family, like many Cyphiri, found news of the mall built by the Miru Miru fascinating, and many family members found themself at aloose end recently, with Wayfinder in for repairs and no major ventures planned, so a group of enterprising Belar head south with a stockpile of fossils to see what they can sell.
    4. Sway Aristocracy of 126 [Diplomacy] - Not rolled yet
      Now that Lanit Hallus had secured her place among the swarmkeepers by marrying into the rulers of one of the strongest settlements, she sets about on a diplomatic mission, convincing the other swarmkeepers to accept unification into a Cyphiri-friendly government.
    5. Buyout TP1 of 140 [Economy] - Unrolled
      In the aftermath of the defence of Ruwa Mai Juyawa, the Retainer Guard goes through a period of assessment and analysis, the command council deciding the best way to improve the Guard going forward. One issue brought up is the Cyphiri's lack of access to weapons-grade seeds that can be used for artillery support in battle. Some council members suggest once again getting involved in the competitive Giantsbane Seed industry in Orope, but when House Telan is consulted (they were once heavily involved in the business in particular and the Middish in general, after all) they suggest an alternative. The Fertilising Seeds found in B'kini Bottom have been discovered to exihibit similar but different properties to Giantsbane Seeds, a more outwardly explosive than individually powerful projectile, but nonetheless compatible with the Middish technology. The Telan had acquired ties to the relevant businesses in the region many years ago, but the lack of a strong need in the Union had stopped them from developing those ties into a steady supply of the seeds. Now, with the Guard's backing and payment from the Council Fund, it was time for that to change.
    6. Adopt the Arctic Exchange Currency (1+2/2; Building Materials used) [Economy] - Unrolled
      The formation of the Polar-Confederate International Bank, and several countries joining the bank's currency system, hadn't gone unnoticed by the Cyphiri, the topic being a point of discussion for more trade-focused families ever since. Baran had always been reluctant to invest the time, money and political capital required to adopt the system and take advantage of its benefits - despite his drive to change and modernise the Union, that degree of entanglement with the global economy concerned him - but Ashal thought differently, and one of her first acts was putting the system into place. Making the internal structural changes, and ensuring that the Houses and families of the Union followed suit, took some time, but at least setting up the physical infrastructure to facilitate bank branches was easy to set up with the stockpiles of materials recovered from the island above the water.


    Nonactions
    • Allow militaries from signatories of the Flowing Peace to move through Cyphiri waters without interference.
    • Treat Cyphiri-owned regions as hostile territory for any and all SHK attacks.
    • Provide Cobalt Dye to the Ironkelp Order through the trade route.
    • Support all Buyouts of Open Mercenary Retainers TPs in Pyl-Garat (129)
      The Exchange was still young, and many mercenaries hadn't had long-term contracts established yet, so House Pylet made sure to keep the word going that they were open for business.
    • Pause progress on a Monumental Undertaking - Arellian Mural (3/5)
      While Taran Leryn had a sponsor now, this didn't mean that progress had immediately restarted on the Mural. The Council Fund insisted for proper procedures to be carried out, and that involved a long period of planning and paperwork that ultimately lead to work stalling for some time - particularly given that Taran had little patience for this kind of thing.
    • Contribute to Waste Not, Want Not
    • Contribute to the Titan-Sized Damage Report


    News and Rumours
    • The news coming out of Costa Sereia is worrying to many Cyphiri. In particular, the implication that this was a Lambent Syndicate-backed coup rather than a rogue agent has many Cyphiri looking southwards with concern - is this the end of the Syndicate's machinations, or are there more schemes to expect?


    Houses and Families of the Cyphiri Union
    Spoiler
    Show

    Hasn't been updated for a few rounds now, need to get on that.
    Edit: Will be done once ruler changeover is completed, to fit the new order of things.

    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 Telan 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.
    ur
    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 Telan
    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 Telan: Head of the Telan, 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 Telan: 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.


    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 2, 0 Favours (Expected Change: +1 Favour)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 3, 0 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
    - Voice of Harmony: Various benefits (Passion rules)
    The Divine Nacre: Rep 2, 0 Favours (Expected Change: None)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    - Friendly: +2 to Investigations
    International Prestige: Prestige Rank 2, 0 Prestige (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions

    Bases
    122: Reefback Nursery
    124: Smoking Garden

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    Troubled Supports (Sway and Impress Reaved and Unruly factions)

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


    Military
    Spoiler
    Show

    Units: 2 (Expected Change: +3)
    Unit Cap: 13 (Base 3 + 3 Regions + 6 Supports + 1 Wonder)

    Aristocratic Support
    91, 122, 129, 101, 111, 124

    Generals
    Renald (Mil 8): Prime Targets (Free Sack attempt on offence, -2 enemy leader loss on defence, -20% own and enemy casualties)

    Perfected Tactical Doctrines
    None

    Fortresses
    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
    Reanimation Colonies Warbeasts & Mounts -10% own casualties Graduated Symbiosis, R: Corpses/Skeletons Yes


    Economy
    Spoiler
    Show

    Treasure: 4 (Expected Change: +1; Rate 3 - 3 Actions + 1 Mammomachines)

    Trade Posts
    Effective Total TPs 21
    Treasure Rate 2

    Foreign TPs with Owned Mercantile Support 4
    Trade Post Resource Use Support Rate
    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
    127.1 Ray-Ear Seaweed Support of 121/122/123/140 Costa Sereia 1
    129.C Mercenary Retainers Union Mercenary Exchange Cyphiri Union 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
    W35.1 Titanic Rune-Carved Fossils Reanimation Colonies None 1

    Mercantile Support
    118, 122, 123, 125, 126, 129, 139, 140, 170

    Cities
    Union Mercenary Exchange (129;Mercenary Retainers TP + Sacks)

    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 Brackish 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 No
    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 No
    Mamomachines Economy Regain 1 Treasure per 3 spent in a round None? Yes


    Faith
    Spoiler
    Show

    Faith Holy Sites:

    Clerical Support
    122, 124, 126

    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
    Bones of the Ocean - Wastes TPs owned by Cyphiri Way countries count as Holy Sites


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity, Integration
    124 - Confederation
    126 - Marriage


    Total Passive Effects
    Spoiler
    Show

    Borders:
    Access Depth 1, Brackish, Glacier, Toxic
    Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

    Actions
    Buyouts: 2d8 CI
    Impress: +1 Prestige, +1 Religion, 2d8 CI if Unruly/Reaved
    Sway: +1 Prestige, 2d8 CI if Unruly/Reaved
    Exploration: +1 Nacre Rep
    Prospecting: +1 Nacre Rep, +2 Artefact (1/round, Wastes only), +1 Tech (Depth 0 only)
    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
    Resist Undermine: +1 Tech

    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
    Building Materials: 2/3 project actions count double
    Mammomachines: Gain 1 Treasure for every 3 spent in a round
    Joined-Stalk Companies/Seeker Barnacles: Expeditions can be made from any owned TP, and rewards are changed to 1 Treasure on success/automatic control of a TP on great success

    Union Mercenary Exchange
    +1 to Mil actions in 129 (own Aristo support)
    Can always coerce trade posts in 129 (own Aristo support)
    +1 unit cap (own Merc support)
    1 extra defender in 129 (own Merc support)
    2/round, spend 3 Treasure to recruit 2 units with one action (own region and both supports)

    Last edited by Volthawk; 2023-02-04 at 05:15 PM.

  8. - Top - End - #488
    Troll in the Playground
     
    NecromancerGirl

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



    The World Garden
    SKR

    PRIMARCH PETRIX THE PIED PEARL

    9 Diplomacy
    6 Military
    7 Economy
    10 Faith
    2 intrigue


    Diplomacy Impress Aristocracy in 108. Spend 1 treasure to add a +1 to the roll and a treasure for the rank three DNA ability
    Success!!


    We need to solidify our gains!


    Military 5 Raise a Fortress in 108
    Let this stand for all time in defiance of the Finalist Blasphemy!

    Military Raise a unit

    Astartes legions will sadly never be obsolete again

    Military give active defense in region 108. Clös as general, leading 5 units. Accept help from PGL gratefully and defer to them, using Witness of The Great Commission Manuever unless they think something else would be best.

    Intrigue Begin work on The Psychologue (Fluff tbd Canon project)1/5

    Intrigue Continue work on The Psychologue 2/5

    Stat increases- + 5 Dip, +1.5 Mil, +1 Int

    New Stats:
    9 Diplomacy
    7 Military
    7 Economy
    10 Faith
    3 intrigue

    Non-action Provide a TP of liming snails as Fertilizer to the poor people of Rilanto Pass

    Spy Action MRK finishes her communing with Deep Blue and leaves. Whatever she was looking for, she must have found it. Her location is no longer public knowledge.

    Spoiler: PRS Monument The Broken Shell 3/3
    Show

    Besides the Cube Garden and the Kindergarten is a third memorial to the Trawling Beast attack on Tair. The Broken Shell.

    A statue depicting a broken snail shell composed of pieces of broken tiles suspended in clear resin. Tiles and shells, in Hermit Crab culture represent "Home" so the superficial meaning is one of loss. But the implication is one of Hope. By adopting the teachings of St. Psaul and no longer "wearing the past," Sakura-Jin can leave behind their memories of loss and look forward to the future!


    Treasure- 4 (two spent)-> 2 remain

    A tax audit indicates The World Garden was slightly less broke than believed as they actually still had a small income from before outsourcing thier economy


    The Black Pearls
    BLP

    The Black Pearls strike a blow for hope by trying to unseat the economic base of the Finalist Doom-mongers! Unfortunately, it is parried by their dogged gloominess.

    Roll


    Spoiler: Other news
    Show

    A team of Astartes and Levt Rangers jets to the residency of Duarto Alverna in their pompously liveried kraken-chariots and trailing diplomatic banners. Their leader gets out and delivers a letter to the footman.

    They leave, as vaingloriously as they came.

    After a safety sweep, the letter is opened.


    To my friends in Costa Sereia,

    Please stop.

    -Petrix, Primarch of the Sakura-Jin and The World Garden

    Last edited by Feathersnow; 2023-02-02 at 06:53 PM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  9. - Top - End - #489
    Pixie in the Playground
     
    MappyPK's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Splendid Miru Miru

    The Regions of Aniwana (153) and Parikao (150)
    Round 19



    Leader: Kororia the Wise
    Diplomacy: 5
    Military: 7
    Economy: 10
    Faith: 5
    Intrigue: 3
    Expected gains: +2 ECO

    Standard Actions
    1. ECO - Special 10 - Create Technology
      Spoiler: Oxygenating Implantations
      Show
      Oxygenating Implantations
      Prerequisites: Composite Grafting, Bioluminescent Navigation, vegetation or other photosynthetic organism
      Effect: Allows traversal of Depth 2 regions.

      If microorganisms could be used to solve the problem of the darkness of the depths, what is stopping them from increasing the amount of available oxygen to travelers as it decreases the deeper one goes? Miru scholars have found a way to graft colonies of microorganisms onto the gills of the Taika people. First, the slightly modified messenger photospore organisms would be grafted around the area in order to provide a constant source of light, which could be toggle-able with proper training procedures. Then, a synthetic cell containing highly efficient genetically-modified chloroplasts could be attached within the gill itself, capturing the light and carrying out photosynthesis even in the depths. This process, of course, would generate the necessary oxygen for one to breath at medium depths so long as the travelers are willing to undergo the procedure, pumping it directly into the gills for quick transfer.
    2. ECO - Start a world wonder.
      Spoiler: Extravagant Spending for an Extravagant Cause
      Show
      With the completion of the Mall and steady flow of income as a result of Kororia's recent expansions into foreign markets, many Taikans began to notice an influx of exoctic materials and imported labor flowing into the seas of Aniwana, not too far north of the Golden City of Kanapa. A space rivaling the size of the Mall was cleared of its vegetation and stones, creating a nearly perfectly flat ovular space, just outside of which these building supplies would be placed. Among the purchases would be a variety of hard metals, rare stones, colorful sands, and exotic vegetation, as well as construction equipment to dig out space in the ground, and plenty of compacted dirt. Large quantities of glass and luminescent crystals were also spotted by many a merchant. It was not clear what, precisely, Kororia had planned next, but the economic preparations were underway for a luxurious project of massive scale. Rumors say that perhaps the government is trying to lure in more spending customers for the Mall through some sort of new attraction, but the commonfolk were left to wait for further information, as few Taika could bring themselves to do the manual labor being requested at such a large-scale construction site.
    3. ECO - Buyout TP 1 in Region 158 for Hardbell Jellyfish. Use the Compass for +2. Spend 1 treasure for +2 using Kanapa city bonus. [Success!]
    4. ECO - Buyout TP 2 in Region W35 for Titanic Rune-Carved Skeletons. Pay 1 treasure to the Pojanese Raider Bands. [Success!]
    5. MIL - Ensure that the Outer Shades of Region 152 have a government in which their voice is heard through a peaceful introduction of Miru protection.
      -Invade Region 152 with 4 units led by Tiaki (MIL 10) attempting Impenetrable Bubble. Route: 153 -> 152, no distance losses.
    Non-Actions
    1. DIP - Host the Grand Opening.
      Spoiler: The Grand Opening
      Show
      With the Mall nearing completion, Kororia and her peers invite the leaders and delegations of the world to marvel in the spectacular sight that is the city-sized outdoor shopping center, encouraging them to pick up a few souvenirs for the way home. Of course, many political figures of Miru Miru would be in the area for such an occasion, should anyone want to offer a trade agreement.
      -Trade Oxygenating Implantations to GTZ in exchange for a future favor.
      -Trade Oxygenating Implantations to CYP in exchange for Reanimation Colonies.
      -Trade Oxygenating Implantations to STC in exchange for Megafauna Caravans.
      -Trade Oxygenating Implantations and Mamomachines to KNH in exchange for Join-Stalk Companies and Electrodialytic Staurozoa.
      -Trade Bioluminescent Navigation and Photospore Signalling to MGM in exchange for Blood Algae.
      -Gift 2 treasure to LSD, for the people of the Mall miraculously believe that their generosity during the Grand Opening should not go unreciprocated.
    2. Change rulers non-dynastically.
      Spoiler: The Heart of Gold
      Show
      Rolls
      Name: Apo Ario, the Heart of Gold
      Diplomacy: 3
      Military: 3 + 1 -> 4
      Economy: 4 + 1 + 2 -> 7
      Faith: 3
      Intrigue: 3

      Weeks after the Grand Opening of the Aniwana Mall, Kororia would unexpectedly resign as Teacher of the Miru Miru, stating that she has fully exhausted herself leading the nation through its first major expansion and most grand diplomatic mission since its founding. Or, at least, that's what most of the Taikans believe. Rumors quickly spread throughout Aniwana that Kororia had recently refused to undergo the necessary procedures to take advantage of the Oxygenating Implantation effort across the nation, and therefore would be unable to travel into the nation's newer seas, which would be heavily problematic for keeping strong relations with the Pojanese. Some believe that her council of advisors delivered an ultimatum, leading to her poor excuse of a resignation.

      The standard competition for deciding the next leader of Miru Miru quickly occurred over the next few days. Coming out on top with an astonishingly yellow bubble was a green Taika with purple spots who called himself Apo Ario. He was a relatively unknown name to the political community, but apparently a respectable member of one of the newest villages of Parikao. Ario would quickly gain the title the Heart of Gold, which many attribute to his love for the color yellow and his trademark hearty laugh.
    3. Give SUR Oxygenating Implantations via Cultural Exchange.
    4. Spy non-action.
    5. Allow members of GREG to move units through Aniwana if necessary.
    6. Resist all buyouts, sways, and any conversions not by the Way.
    7. Complete the Aniwana Mall! (5/5 for +2 PRS)
      Spoiler: At Long Last
      Show
      Finally, after nearly fifteen years of constant upgrades and construction, the Aniwana Mall had reached its complete state. The Grand Opening would mark the completion of the foreign goods district, with a variety of shops from around the world being established in Miru Miru such that its rich people can enjoy the luxuries of the faraway seas. In the meantime, though, the final quadrant was developed to include a wide variety of recreational activities and hotel-like housing for visitors from near and far. Truly, the Aniwana Mall had become a place a family could spend a weekend, with all of their needs -- and wants -- taken care of.





    Spoiler: Bookkeeping
    Show
    Favors:
    ABS = 2
    CCA = 1
    DNA = 0

    Treasure = 4 - 1 (toll) - 2 (to LSD) - 1 (buyout) = 0 + 2 (income) + 1 (toll)
    Last edited by MappyPK; 2023-02-04 at 10:57 PM.

  10. - Top - End - #490
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Rebelborn Myriad
    Turn 2, Round 19

    Leader: The Father Rebellious
    Diplomacy: 3
    Military: 1
    Economy: 3
    Faith: 10
    Intrigue: 2
    2 Treasure
    4 Units

    Spoiler: Regional Fluff
    Show

    Spoiler: Dead Seas
    Show





    Faith10: Miracle: Ascension


    Faith: Conversion 67.1


    Faith: Conversion 71.1


    Faith: Conversion 71.3
    Spoiler
    Show



    Faith: Conversion 70.1


    Faith: Conversion 61.3 (Boring Doctrine)


    Non-actions:
    Allow ESP to copy Censer if they desire
    Accept no trade goods nor tech.
    Resist Titans and DRG
    Accept literally anything the Gravetenders do
    Resist conversion of 71.2
    Transfer 1 treasure to SEN via bank
    Transfer 1 treasure to ESP via trade route

    New Leader Next Round!
    Faith+3
    Last edited by Lumaeus; 2023-02-05 at 12:36 AM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  11. - Top - End - #491
    Troll in the Playground
     
    mystic1110's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread





    Leader: Shark King, Herald of the God-Fish

    D:4. E:2 M:10 F:7 I:6

    Regions - Units:

    The Polar Dogmatists are in Region 175 and gain 1 Unit and are at 9 Units. They will move to Region 80 beginning of next round.
    Temperate-Old Guard are in Region 142 and lose 3 Units and are at 4 Units. They will move to Region 99 beginning of next round.
    Tropical-Hooligans are in Region 158 and gain 4 Units. With their population swelled to an unprecedented 10 Units, certain family heads decide to seek less populated waters. Tropical-Brain Eaters stay in Region 158 with 5 Units. Tropical-Marrow Feeders move into Region 147 with 5 Units.

    Shark People – (Polar-Dogmatists) – Actions:

    Military - Sack Sugarweed 174.1 (19)
    SHORB Action - Military - Sack Sugarweed 174.2 (18)

    Shark People – (Temperate-Old Guard) – Actions:

    Faith/Diplomacy - Convert/Attend Event

    Shark People – (Tropical-Brain Eaters) – Actions:

    Military - Sack Hardbell Jellyfish 158.1 (14)
    Military - Sack Hardbell Jellyfish 158.2 (18)

    Shark People – (Tropical-Marrow Feeders) – Actions:

    Military - Sack Driftnet Spiders TP 147.1 (14)

    Non-Actions

    1. Accept all TPs, Techs, Treasure and Artifacts

    Spoiler: Diaspora
    Show
    Units:
    Treasure: 5
    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; 2023-02-03 at 02:40 PM.

  12. - Top - End - #492
    Bugbear in the Playground
     
    BardGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    The Order of Orders
    Comprising
    The Sacred Order of Knights of the Ironkelp of First-King John of Ruhum (Orope - Region 114)
    The Order of Knights of Dupiopóli (Ektalithiades - Region 113)
    The Order of Knights of the Divine Watchful Eye (Ke Yi Ade - Region 127)
    The Order of Faithful Knights of the Violet Crown (C'oupé - Region 116)
    The Order of Truthseeking Soldiers of Usman (Ruwa Mai Juyawa - Region 118)
    The Order of the Blind and Silent Knights (Yuksekale - Region 176)
    Kral-Katena - Region 123
    The Tideswept Shelf - Region 111
    Region 112
    Region 115


    Here Follow the Records of the Years 19-21 of the Tenure of Grand Master Martin the Young, 41st Grand Master of the Order of Knights

    Round 19

    Actions:

    1. [Military] Invade the Glossian Sea [Region 135] with 5 units led by Dame Commander Caitriona MacAilpein (Mil 10) attempting Quiver Hell's Foundations (+2 battle), using the Regalis Arbor to skip to 136, using Supermarine Artillery (+1 battle, +1 TM), the Thunderstone Cudgel (+1 battle), and the Middish Way (+1 battle, +2 leader loss)

    2. [Military] Raise a unit

    3. [Faith] Convert 112 HS 1 from the Final Peace to the Flowing Way: 12

    4. [Faith] Convert 126 HS 2 from Thirsting Tenets to the Flowing Way: 14

    5. [Faith] Convert 114 HS 2 from Open to the Flowing Way: 13

    6. [Faith] Impress 113 Clergy: 18

    Nonactions:
    1. Allow Cyphiri and Gotezhar armies to travel through Order waters.
    2. Allow any armies participating in the defense of [Region 108] to travel through Order waters.
    3. Accept Cobalt Dye from the Cyphiri Union via the trade route.
    4. Assist own conversions in 112 and 114.
    5. Finish construction of the Forum Comitium Universalis (Monumental Undertaking 3/3)
      Spoiler: Forum Comitium Universalis
      Show
      The unfortunate building delays of the last few years were well used by the scribes, who have completed a detailed history of the entire history of Orope and of the Ironkelp Order that occupies an entire quarter of the library all to itself, but their peace and quiet is shattered once more as the finishing touches are placed on the great assembly hall. The commissioned banners of each constituent Order are brought in and hung in the spherical central hall, whose final gaps have been patched with waxed Giantsbane leaves. Woven hammocks by the thousands are installed in the east wing of the assembly hall, and the dormitories are soon filled with Knights and dignitaries from across the Order's waters. The Forum Comitium Universalis may perhaps not literally live up to its name, but its scale and grandeur are nonetheless impressive: a more than fitting place to hold the central court of a realm whose span rivals the greatest empires known to the Flowing Way.


    Spoiler: News and Rumors
    Show
    • Feirefis has warmed somewhat to the Order following the aid in acquiring scorpion toxins for the Batrachs, and he sends an embassy to talk with his brothers. Little of what is said is public, but it is generally believed that they are attempting to find a middle ground where Feirefis's position is not threatened, but the Order maintains its influence over the locals of C'oupé.
      .
    • Lux-Glossia is irredeemable. All that can be done now is salvage what little honor and dignity remains.
      .
    • Master Andrianos is dispatched through Death's Passage to Aniwana to act as a military attaché, both to help the splendid regime gain a better mastery of Giantsbane seeds and to observe their military preparations, valuable information to have should the Flowing Way come under attack from the east. While there, the Tyrnamoi Knight hears rumors that the Lambent Syndicate intends to seize [Region 152] following the collapse of their puppet state. In the interests of protecting not only the outlying Shades there but also the rest of the faithful beyond, he urges Kororia and Tiaki to occupy the region themselves first.


    Spoiler: Ruler Information
    Show
    Grand Master Martin of Insol, 41st Grand Master of the Order of Knights, etc etc
    Current stats
    Diplomacy: 10
    Military: 8
    Economy: 6
    Faith: 6
    Intrigue: 5
    Rolls

    New Ruler Next Round? no

    Expected Stat Bonuses: +1 Mil, +2 Faith


    Spoiler: Other notes
    Show

    Generals:
    • Dame Commander Caitriona MacAilpein of the Scoshlangue (10) - Tactical Doctrine: Quiver Hell's Foundations (+2 to battle roll)

    Units: 5 / 16

    Treasure: 0 +1 passive

    Resources controlled:
    • Region 114: Giantsbane Seed x2 (TP, City)
    • Region 116: Anuran Vanguards
    • Region 129: Mercenary Retainers (May spend up to 2 Treasure per round on battle rolls to gain 1 effective unit per Treasure spent)
    • Region 133: Wave Scorpions

    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
    • Bitter Tourism: Permits actions and troop movement across glacial (black) borders; Requires Heat Sources
    • Papershell Draft-Cuttle: Ignore the increased border cost of up to two Brackish borders per round for distance penalty purposes and +1 to Prospect attempts in depth 0 Colony regions; Requires Supernatic Propagation, Anoxic Adaptation
    • Electrodialytic Staurozoa: May ignore the increased effective distance from a Briny border up to twice per round, except for distance losses; no requirements
    • 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; Requires Composite Grafting
    • Filtration Grafts: Permits actions and troop movement across toxic (red) borders; Requires Composite Grafting, Filter Feeders
    • Traveling Scholars: Roll and drop 1 additional d4 when adopting a new non-dynastic ruler; Requires Talented or Knowledgeable Labor
    • Bioluminescent Navigation: Allows traversal of Depth 1 regions; Requires Photospore Signaling
    • Mamomachines: For each 3 Treasure spent, receive 1 Treasure at the end of the turn; Requires Graduated Symbiosis

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

    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; 2023-02-05 at 12:21 AM.

  13. - Top - End - #493
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    TITAN OF INDUSTRY



    MAWbel v2.09
    [Songstress]
    Dip: [5]
    Mil: [3]
    Eco: [7]
    Fai: [10]
    Int: [6]

    Next Turn: +1 Eco, +1 Int, +1 Mil

    Actions
    Eco: Buyout TP 2 in Verja (61) of Burrowing Glacier Shrimp Success but we damn well knew it
    Eco: Dump Site 1/3
    +Nursery 2/3
    -Treasure 3/3
    Int: Coerce TP 1 of Ivory Legionnares in Region 49 (49) Int 6 + 3 Treasure Success
    Int: Secret, Spending 1 Treasure
    Mil: Mantlecracker [Gargantuan Gears] 1/4 (61)
    -treasure 2/4
    +Nursery 3/4
    Mil: Mantlecracker [Gargantuan Gears] 4/4


    Non-action

    Mantlecracker Technology: Gargantuan Gears

    Lets you turn gears.

    No really. That's it.


    ... Herring God, geez, some people can't appreciate the simpler things in life, huh? Fine. Let's go in depth.



    Some people think that for phenomenal cosmic power you need to be special. Magical prism deities. The psychic power of money. Columns of frost or the spirits of ancients or **** that. Power is power, it doesn't matter the kind. Turning a gear the size of a whale in a clockwork engine that reaches up from the depths in a perfectly, utterly mundane matter is actually pretty awe inspiring, once you go big enough. Mawbel drinks a singular, small droplet of the electrical baseload energy produced, and even that is too much for a magnetic being like her to bear. Over the course of the next years and decades she will grow larger than life by basking in this energy, and revels in the prospect.

    The dull, endless noise is a sweet symphony too, although creatures that aren't inky plant jelly aberrations like Mawbel describe it in far less pleasant terms.

    With these, one can shift and move pretty much anything. And we really mean anything. The instant-generation Torque to push and pull is incredible, and that's not even counting once you start multiplying it with complex turbines, and even further storing the energy into vast batteries. Each crane, individually, can do the work of a thousand-thousand Mer. Too scared of titans to leave your metropolis? Put wheels on your walls of metal, make the metropolis hitch a ride. There's an ancient saying that gems are formed under immense pressure, and, look have you seen the size of this crusher? Diamonds may have been the traditional best friend for girls in ancient times past, but Gears Do It Better.


    Name the city in Verja Husk Of MALON

    The dark red lights glow, a dim and lifeless thing just like the rest of this city. They gaze over the reeds and the riches, ever expansive and making room for more. Unlike most cities, this is a hollow construction. The people of this land are now underground, the better to make room for its gears.

    The power of this leviathan can be used for homeland security if necessary. There were an awful lot of weaponry, and observing the example of those one other denizen isolate cluster that encountered MALON, Mawbel v 2.09 takes a weed out of their binder to maintain many of the war like facilities specifically in her repurpose engineering.

    The Mawbel of the past would not care for such things, but as with many of her other new policy shifts, the Mabwel of the present has learned the value of Hard Power.


    Chora Favor Fluff
    Spoiler: Fluff Submission Waste Not Want Not
    Show

    It is an absolute shame and almost a crime that the Degraded Superpolymers within region identification W21 have not gotten more [redacted] for what they are.

    Seen as mostly useless to many other denizens, literal trash, there is a holy significance with the element known as "Plastic", even if most denizens of Polar would disagree on the religious aspect. An abundance of it within these wastes suggests something grand and massive. It has no foreseen use, but it is undoubtedly present within the forebears of creators.

    Take for instance the Plastic Flower. The shrapnels of which are inevitably in some manner made from this material. Some Paperclips spontaneously created will be made of this element too. Harvesting and exploring these depths to a further degree is something that the Eternal Spring is very much invested in doing... if it didn't have so many other worthy pursuits at the same time. Still, sending out an extra foray to scout the region out for more data to present to the CCA. The Crimson Moonlight will report back at the end of [Year Marker] with additional data and to pick up trace samples from the waste floor for storage and presentation into tour galleries from the CCA.


    Monumental Undertaking (Action 1)


    The Draig are concerned their wonder will be lost, their story will be gone. Whether that will happen is up in the air, but the Songstress realizes that there is great potential in helping these denizens live a new life, and so begins her research. Little pools and puddles, simulated baths. For some reason, smelted silver does not seem to be very effective at housing eggs, or the [redacted] they need.

    This may take a lot longer than she initially thought... But she is willing to invest in this regardless. It doesn't take a significant amount of resources, is a diplomatic win bigger than the costs, and hell, if Mawbel v2.9 [Songstress] actually can procure her own dragon brood... that'd sure be a sight to see.

    Such a plan will take quite a while to come to fruition, however. Right now Mawbel is still working on the science of making a functioning hot tub at all, although this is something her guests are more than welcome to give recommendations for. Turns out Hot Springs are a wonder for tourism, yet another benefit. Win-Win-Win-Win all round.




    To-Do
    Write up one more Fluff Submission for the Exploration of W21 for [Request] Waste Not, Want Not [1/5]



    Oppose Dominion Intrusions.
    Allow the armies of KNH and of GRV to travel through ESP lands during turn 19.
    Black Noise (Spy 7): Contribute to Monumental Undertaking.
    Maleficent Herring Cluster [Holy Order]:
    Have the Crimson Moonlight explore the depths of W21 for more Degraded Superpolymers (Plastic), to check for adventure and possible extra things, and to bring back samples of this treasure to the CCA.


    Automatically defend against any unauthorized buyouts/incursions/sways/conversions/etc (through a resist roll, a -2 penalty, or both, as applicable).
    Automatically oppose all unauthorized Buyout, Sways, or Impress actions within holdings ESP has Merchant Support in.
    Automatically oppose all unauthorized Conversion, Sways, or Impress actions within holdings ESP has Clergy Support in.
    Conversion Authorization: Allow and support any conversions to The Eternal Communion.
    Buyout Authorization: Approve of the Buyout of TP 3 of Maleficent Jello by KNH.
    Always utilize The [Toy] Hammer whenever possible to make it such that when you spend 3 Actions on a Great Project, to help these contribute to 4 actions total.
    Activate and utilize Paperclips whenever at all possible.




    Plastic Flower Recycling Routine
    Contender Trade Route Pool: RFT, LUX, DPB
    Deprioritized Trade Route Pool: Empty
    Treasure Spent This Turn: 6
    If Treasure Spent ≥ Contender Countries
    Then Skip redundant rolling phase, apply 1 treasure to all Contender Countries
    Give 1 Treasure to: RFT, LUX, DPB
    Skip meaningless rolling phase for Deprioritized Countries, the treasure doesn't do anything anyway.
    Give X treasure to [Error]


    Alpha-Machina Optimization Routine
    Paperclips: 0
    Approximated Paperclips This Turn: 9 (3 from Recycling Routine [Contender], 3 from Passive Treasure Income, 2 from Mamomachines, 1 from RFT Dontation)
    Next Turn Paperclips: 9

    Spoiler: Shell Counting
    Show



    Treasure: 15/15
    Vaults: 0
    Passive Treasure Income: +3
    -2 Project Acceleration
    -3 Action
    -1 Action
    +2 Mamomachines
    +1 RFTborn
    Next Turn:
    15/15 Treasure
    Vaults: 0



    Primary Regions
    51 ESP/ESP/ESP - ETC/ETC/ETC - XXX/ESP/SEN/*? - H-Maleficent Jelly/N-Megafauna Mounts
    61 ESP/ESP/ESP - ETC/ETC/ETC - Opn/ESP/Opn/*Btl - H-Burrowing Glacier Shrimp/N-Unskilled Labor
    66 ESP/RFT/ESP - ETC/XXX/XXX - ESP/ESP/XXX - H-Pelagic Graftsmer/N-Luxuries

    47* [0]
    49* [2]
    51^ (4) [1+-]
    52* [1]
    56^ (5) [2]
    57^ (6) [3]
    58^ (2) [1]
    59* (0) [0]
    60^ (3) [1]
    61^ (4) [1+1]
    63^ (3) [1]
    66^ (4) [2]
    67* [1]
    68^ (3) [1]
    71* [1]
    77* [1]
    W22** [1]


    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.
    Toy Hammer
    When you spend 3 actions on a Project, get a fourth one for free.
    Ships
    Big Boulder
    Nightguard
    Alpha Ex Machina


    Trade Routes
    RFT
    LUX
    DPB

    Mission Statement/Core Values:
    Secure Industrialize emotional software within Polar (Hivemind and Isolate Alike) against outside intrusions.
    Guarantee long term security for the corporate entity known as Eternal Spring.
    Engage in cooperative crowdfunding and projects to bring Prosperity unto all lifeforms.

    Faith Dossier in Round 16 Post: Give The Eternal Communion A Soul
    Spoiler: Shell Counting
    Show


    Spoiler: Stored [Gilded Warrior Breeding Chambers
    Show
    Mantlecracker Fluff, may be recycled/reused later]
    Mantlecracker Fluff [Gilded Warrior Breeding Chambers]

    At the dawn of her ascent, Mawbel realized something was very critical about the dirt she scorned and scoffed at for so many years and in so many previous incarnations. Having a military was quite important, actually. Having a place to call home was important, actually. She lucked out this time, finagling her way into owning the Husk Of MALON and ruling it with a crown of avarice, but what would happen the next time military might knocked on her walls?

    Much more importantly, military is a rather hot commodity, and the capacity for Mawbel v2.XX [Songstress] to call on mercenaries, if properly expounded upon, could actually net quite a profit from other nations in the waters.

    On to developing her warmongering capacities. With a crackling sound, Mawbel sings. She sings again. She practices her magnetic techniques to call on the world to answer in a very specific, targeted manner. Click. Crack. Clunk. Clock. Clrik. Caaakle. A very specific kind, encouraging her beasts to breed higher quality, specialized forces capable of war. Mawbel hopes a proficient kind of war.

    After fifteen attempts at this, with minimal results, Mawbel sighs in defeat and pukes up a flashing ball of inky weeds. Serving as a movable item used to mark a position, she places it down to do the clicking for her.

    This does the job better, technically, and a few more urchins are bred to answer the call. Mawbel repeats the process, creating more and more cursors to echo her sentiments, placing them in key locations along the seafloor. It's not enough. The beasts are small, and still dwell in the double digits. She couldn't even take on a well honed Dolfin with this mess.

    Refining her techniques with the skills she's gained from practicing this technique, she doubles the efficiency. Not enough.

    She assigns some thorns to the task of twirling the cursors around. Spinning like rolling pins, the creatures are encouraged to breed, gather, swirl up for battle. Not enough.

    She refines her grand mawbel simulators the same way she refined her singing techniques, and plants soil down along the ground, growing new thorny pins to spin, growing new cursors on them like fruits. Not enough.

    She sings until her weeds tire, she mines out the mountainous rubble along the ground and cliffsides, creating echo chambers akin to whence she herself was forged in for her moderately skilled thorns to spi-Not Enough.

    She takes advantage of the night sky aurora, a rare signaling, using her magnetism to project the golden rays through the night sky. To her grand maws to in turn sing her beasts. To sleep and to breed and multiply an-Not Enough.

    Mawbel produces a rising enclosed fortification of steel, an echo chamber of artificial desig-Not Enough!

    Manipulating the golden auroras, manifesting them persiste-NOT ENOUGH!!

    ... but it will have to do.


    Spoiler: Roboticizer Facility
    Show
    Mantlecracker Fluff: Roboticizer Facility


    Bioenergy. A valuable resource. Creatures like fish or shrimp or isolates of various sorts have it in spades, and far more is there to be tapped than most ever even comprehend, Deep Blue has demonstrated that. Mawbel admires the herrings despite everything that has happened, and they are far from the only example. This is a resource that can be harvested, like the plants soak up extremely abundant sunlight to work wonders.

    A single shrimp can power a machine six times its scale, and power it for years. A single Capsule can fuel an entire sector, and with prices that cheap you can put a dozen more in for redundancy. Plus, good storage systems for easy transfer into bigger holsters. Robots with hands, idealized mobility forms. Capable of understanding and following complex tasks. With prices this cheap, you can make 4 core systems, just incase one animal decays (and they all decay, eventually), you have three backup bioenergy engines still churning.





    Spoiler: Titanic Mechanics
    Show

    Finally complete, the Magma Shroud in Verja, newly churning heart of the Eternal Spring, first of its kind, springs into a cruel simulacrum of life. Smoke and heat alike belch forth from the opening at the structureÂ’s peak, bringing to mind the Colossus Draig which already stalk the frigid waters nearby. From behind masses of already soot-stained paneling and struggling insulation seeps a sinister and cyclic red glow, draining into the eyes of onlookers through sieves of swaying thrumming cables and enormous rattling pipes. From towering mechanisms diffuses the fell influence of the great and hungry avatar of desire and prosperity which some call the Hidden Hand, permeating all who look upon such marvels of industry with the power of Mammos. Here, there is Potential unrivaled. Here, the world bleeds to feed the fires of Prosperity. Here, a new Titan is born - a Titan of Industry.

    Spoiler: Titan of Industry Mechanics
    Show

    Industrialized Investment: The fires of industry are fueled by many things - chief among them being capital investment. A Titan of Industry may spend 2 Treasure as part of a Project action to boost that Project's progress by an additional action. May be used on all Titanic Projects and most other region-specific Projects, limited only by Treasure and action availability.

    Pollution: As subaquatic industrialization continues, existing ecosystems – be they natural, engineered, or somewhere in between – are commonly destroyed and the water becomes foul and choking. As pollution builds up in a region, its travel, construction, and life are likely to become progressively more difficult, eventually resulting in the region becoming uninhabitable.

    Titanic Projects produce Pollution, which can have significant effects on a regionÂ’s habitability. Every 3 Pollution in a region increases the costs of most Titanic Projects by 1 action. Pollution can be managed by the use of Dump Sites to dispose of waste and shift pollution away, or Mantlecracker Techs to reduce operational penalties in Polluted regions.

    At 3 or more Pollution, a regionÂ’s borders are considered Polluted (in addition to whatever other border type they may have)Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

    At 6 or more Pollution, a regionÂ’s borders also become Toxic, in addition to whatever other border type they may have been previously. If the regionÂ’s borders were already Toxic, each region that shared a Toxic border with the Polluted region gains 1 Pollution as a result of spillover effects.

    At 10 or more Pollution, a region becomes Contaminated, uninhabitable even for a Titan of Industry until the Pollution level is reduced.

    Titanic Projects: A bunch of new and exciting projects to work towards; must be in an owned region or a region where you have mercantile support.

    Titanic Projects may be destroyed with a Sack action if in a controlled region - like Sacking a Trading Post, this is likely to upset local Merchants. They may be damaged by Sack actions if in a region one does not control - while damaged, they do not provide their normal effects, but still produce Pollution if that Pollution is local. Titans of Industry may use Economy to resist Sacks of their Titanic Projects in regions they control. A destroyed Magma Shroud disables all other Titanic Projects dependent on them in the region, which will only produce 1 Pollution each until a new Magma Shroud is built. A damaged Magma Shroud will result in Titanic Projects dependent on a Magma Shroud shutting down one by one over time unless it is repaired. A Titanic Project requires 1 action to repair when damaged, or 2 if the Sack was a Great Success.

    Magma Shroud: This extreme depth borehole provides access to geothermal energy in massive quantities. A must-have for any budding industrialist looking to reach the next level! - Effect: Required to start almost any other Titanic Project in a region and reduces the Treasure cost of Industrialized Investment by 1 for Project actions in the region; Action Cost: 5 Economy actions (cost reduced by 1 action per Depth Level), Pollution: +2.

    Energized Extraction: Connecting geothermal energy plants to extraction and processing facilities all across the region increases both nominal and actual yields massively! - Effect: Owned TPs in region count double; Action Cost: 2+TP Count Economy actions, Pollution: +1 per TP

    Industrial Research: Conducting organized research into the science of automation and production can provide many advances; foremost among them massive increases in extraction, processing, refining, manufacturing, transportation, and/or military capabilities. - Unlock a Mantlecracker (alt: Industrial) Technology as well as the specific Factory type(s) which powers it, that can only be constructed in regions with an appropriate resource type. Actions Cost: 4 Economy or Military Actions or one Economy/Military 10, produces 1 Pollution.

    Construct Factory: Undercompensated workers, automated mechanisms, enslaved demons, corrupt unions - whatever the source of your labor, if itÂ’s cheap and plentiful, it's productive. - Effect: Establish a Factory with a type based on the local resource; Factories are used to power Mantlecracker Techs, Action Cost: 5 Economy Actions (3 if City present); Pollution: +3

    Vault Depot: Storage depots to handle industrial quantities of goods have always been important to industrially developing powers - who cares how much habitat for native flora or fauna has to be cleared to make way? - Does not require a Magma Shroud in the region, Increases Treasure Storage by 5, 3-action cost, Produces 1 Pollution.

    Dump Site: Naturally, massive increases to production throughput means a similarly massive increase to waste output, which must be effectively managed. The most effective management for waste is usually to put it far away from oneself, and this highly sophisticated and specialized facility does just that! - Reduces local Pollution by 4, and increases Pollution by 3 in a specific neighboring non-Wastes region. 3-action cost.


    Mammos's Hidden Hands: The Eternal Spring may use Faith actions in place of Economy actions for Projects as long as they are spending Treasure for Industrialized Investment for each such action. With ESP becoming a Titan of Industry, and effects of the Safety Net, Mammos may now communicate much more freely and directly with players. It no longer costs Treasure or requires an intermediary to communicate if in Verja (61).



    Titanic Factory

    Region 61
    Pollution: 2 (2) [2]
    Next Turn Pollution: 0 (-1) [2+1-4]
    Structures:
    Magma Shroud (Pl2)

    Impending Construction
    Mantlecracker Technology [???] Pl1
    Dump Site 61>54 (Pl0)
    3/4 Capacity


    Region 54
    Pollution: 0 (0) [0]
    Next Turn Pollution: 3 (3) [3]
    Last edited by Epinephrine_Syn; 2023-02-04 at 11:30 PM.

  14. - Top - End - #494
    Troll in the Playground
     
    bc56's Avatar

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

    Pfilghol

    Ilgl, The-one-who-builds, an Effulgent Witness
    Diplomacy: 3
    Military: 8+1
    Economy: 8
    Faith: 8+1
    Intrigue: 1

    Regions
    The Pfithreef: 132
    ???: 104
    Toxfall Gorge: 105
    The Great Kelplands: 131

    Actions
    Rolls

    Military: Attack Region 173
    With 1 unit led by some nobody because there's no defenders.

    Military: Defend Region 108 against the Finalists.
    Using 5 units led by Gtsit (8, perfected) using Sea's Opportunity TD (as defender, double enemy terrain penalties, +1 to battle from perfection) and Magma Forges (+1 to battle) and spend a Treasure

    Faith: Attempt to refine the Core Fragment in the Toxfall Gorge (105)
    Spend a Treasure

    Faith: Convert The Great Kelplands (131) HC 1 to Sakurado

    Economy: Buyout Region 107 TP 2 for Mud Diamonds

    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:
    Accept a Shadow Pearl

    Non-actions
    Support conversions to Sakurado
    Kill War-Tamer Glokilgt


    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: 7/9
    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:
    5/5
    +2/round
    Trade Posts Owned:
    Luxurious Hides: 101.1
    Bloodbass: 102.1
    Shiv'rchins: 104.1
    Rotweaver Worms: 105.1
    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
    Draft Cuttles
    Scrying

    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; 2023-02-05 at 07:15 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

  15. - Top - End - #495
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Warnings
    Round 19

    Desired Import Warnings
    The following regions are lacking their desired imports, and their merchants will slowly progress towards rebellion. In regions with open mercantile supports, this means the merchants may become unruly if the region owner does not supply the resource. In regions with owned mercantile supports, this means the merchants may become open if the support owner does not supply the resource. Unrest will begin at the end of the listed round.

    Round 19
    Region 154 (MGM, Esoterica)

    Round 20
    Region 61 (ESP, Unskilled Labor), Region 67 (STC, Tools), Region 101 (STC, Tools)

    Round 21
    Region 2 (LSD, Luxuries), Region 18 (LIT, Skilled Labor), Region 24 (LSD, Military Labor), Region 62 (KNH, Spices), Region 108 (SKR, Spices), Region 115 (OKI, Exotic Goods), Region 150 (MIR, Tools), Region 155 (SUR, Coral)
    Last edited by Aerin; 2023-02-02 at 01:47 PM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  16. - Top - End - #496
    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 Intan
    Diplomacy 6
    Military 10
    Economy 7
    Faith 1
    Intrigue 10

    Expected Stat Increases: +2 Diplomacy

    ...

    Actions
    • Diplomacy - Sway Aristocratic Support in Region 32 - 9
    • Diplomacy - Sway Aristocratic Support in The Crawling Crags (Region 20) - 8
    • Diplomacy - Sway Clerical Support in Kemenangan Adiratna (Region 28) - 8
    • Diplomacy - Attend the Splendid Grand Opening
      Spoiler: Event Sub-Actions
      Show
      • Gift Death Commando Conditioning and Crimson Cuirass technologies to The Kar-Nath Hegemony.
      • Accept Joined-Stalk Companies from the Kar-Nath Hegemony.
      • Accept the Splendid Miru-Miru's gift of 2 Treasure.

    • Economy - Impress Mercantile Support in Kemenangan Adiratna (Region 28) - 12 (Forgot +1 HS bonus)
    • Military - Invade the Abyss (Region 21) with 12 Units equipped with Death Commando Conditioning (+1) and Crimson Cuirass (+1), led by Netra the Rubicund Fist (Mil 8), attempting the Victory is Life tactical doctrine (+2 Battles, +10% own casualties, +10% opponent casualties), Spending 1 Treasure


    Non-Actions
    • The Lambent Syndicate resists the vile subterfuge of the Unity.
    • High King Lord Deca V is given a royal welcome in Indah's Throne, treated to a week of feasting and entertainment by the Lambent Matron. When the time finally comes for him to undertake the secret rites of the Abyssal Stewards in the Maw, it is with a procession of gifts and delicacies from his neighbors.
    • Acclaim the Lighthouse
    • Setia remains forgotten
    Last edited by TheDarkDM; 2023-02-05 at 04:35 AM.

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

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

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

  17. - Top - End - #497
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lux-Glossian Shades
    The cities of Leriander and Holy Ovum in the Glossian Sea (135)
    The cliff city of Rumond carved into the Tideswept Shelf (111)
    A temple town at Narcis's Rest (173)
    The settlement of Fuschia Lagoon in Rilanto Pass (94)
    Haven, Hunter’s Rest, and the Serovin Forest in the Greenwater (141)
    Region 152
    Region 186
    Round 18

    Actions - THE REVOLUTION

    1. DIP - [Appeal to the Aristocratic Support in the Glossian Sea] - Rebels Succeed
    Drawing on their shared history with the other Shades, the Cerulean Shade under Llerinyalla dispatches covert envoys across the length and breadth of the Glossian Sea, searching for allies against Taman's tyranny. Though she is not old enough even to be interim Matriarch, Llerinyalla's revelations gift her a brief but potent position with which to sway her fellows. And, miraculously, even the most traditionalist of the Shades find themselves moved by the middle-aged mer's heartfelt pleas, though their decisions are likewise helped by the spineless prevaricating of Taman's flunkies. Soon, the only territory within the region controlled by the supposed "Eternal Mistress" is Leriander itself, and wherever her death squads happen to be swiming.

    2. DIP - [Appeal to the powers of temperate waters for aid]
    Though their resistance is alive and well, not even the boldest among the Shades possesses the expertise or the instinct to stand in battle against Taman's enraged Death Commando. As such, Llerinyalla dispatches even more messengers, this time beyond the boundaries of the Glossian Sea to all honorable inhabitants of the temperate seas, begging for their aid in throwing off the tyrant's shackles.

    Actions - The Eternal Mistress

    3. INT - [Suppress resistance in the Shades] - Taman Fails
    Surprised by the sudden revelation of her atrocities, Taman's reaction is erratic and extreme. Her limited forces of Death Commando conduct a series of brutal lightning raids on suspected hubs of rebel activity, failing utterly to isolate any meaningful cells of Cerulean dissidence but leaving scores of bodies in their wake. As the death toll rises and Taman's decrees and demands grow ever more delusional, the Death Commando grow increasingly independent and increasingly vicious. It is a cycle of violence that, ironically, only feeds the revolutionary fervor.

    4. INT - [Secret, Spending 1 Treasure]

    Actions - The Outer Shades

    5. INT - [Investigate west of Region 34, Spending 1 Treasure] - 14

    Non-Actions

    1. Spy non-action.

    2. Supply Phosphorite to the Lambent Syndicate through their trade route (Spend 1 Treasure)

    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Endless Mistress Taman

    Ruler stats for round 19:
    (low stats are treated as 4 due to PRS rank 4)
    Diplomacy - 3
    Military - 3
    Economy - 6
    Faith - 2
    Intrigue - 10

    Ruler increases: -

    New ruler: There will never be another. Memuji Taman!

    Ruler stats for round 20:
    Diplomacy - 3
    Military - 3
    Economy - 6
    Faith - 2
    Intrigue - 10

    Spoiler: Reminders for myself
    Show
    End of round 17: ABS help with TPs/HSs/colonies ends
    Currently have 5 treasure (2 from passive income + 1 from plastic flower + 1 from Mammomachines)
    Last edited by TheDarkDM; 2023-02-05 at 04:13 AM.

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

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

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

  18. - Top - End - #498
    Troll in the Playground
     
    ElfRangerGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca V
    Diplomacy: 10
    Military: 6
    Economy: 10
    Faith: 10
    Intrigue: 5

    Actions:


    [1][Intrigue] work on Waste Not, Want not
    [2][Intrigue] work on Waste Not, Want not
    [3][action type] Bottomless Trial from ABS (Faith action) 13, Fail
    [4][Diplomacy] Create Cultural Exchange with DBP.
    [5][economy] creation of Ashan Nachal (Ventroots) in region 192
    [6][economy] creation of Ashan Nachal (Ventroots) in region 192

    roll

    Non Actions:
    -resist all sways/sacks/buyouts/...
    -SPY: Lady Atyoida defends Expanse interests
    -use non-action from ABS to gain 1 extra action on a project to finish creation of Ashan Nachal (Ventroots) in region 192

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+City (carapace armour)
    region 4: 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)
    region 30: TP1+TP2 (Branch Coral)
    region 153: TP3 (decor)
    region 161: TP1 (Flowersalt)

    Passive income: 3/turn

    Units: 8/9
    treasure (EOT): 7

    Technology:
    Composite Grafting
    Graduated Symbiosis
    Photospore Signaling
    Supernatic Propagation
    Trophic Deconvolution
    Anoxic Adaptation
    Filtration Grafts
    Bioluminescent Navigation
    Papershell Draft-Cuttle
    Scrying
    Sojourn Suits
    Seeker Barnacles

    Favors:
    owed:
    gained:
    -Abyssal stewards: 0
    -The Divine Nacres: 1
    -Chelonian Chora: 3 +2

    New stats
    stat increase:
    Diplomacy: 10
    Military: 6
    Economy: 10
    Faith: 10
    Intrigue: 5 +1

    Organisation reputation
    Abyssal Stewards: 4
    chelonian chora: 2
    divine nacres: 2
    international prestige: 2

    Spoiler: artefacts
    Show

    Dreamcatcher’s Needle: +1 to 1 roll/round opposing the Dissonant or their patrons
    Black Pearls "The World Garden of the Sakura-Jin grows the Ebon Oyster! Each state that has or gains a cultural exchange, trade route, or vassal-liege affiliation with, or who holds a support in a region owned by, the holder of the Ebon Oyster (currently the Sakura-Jin) may magically recieve a Shadow Pearl, a strange orb that sucks light from the surrounding area. The owner of the Ebon Oyster chooses whether a state gains a Shadow Pearl. The World Garden may never hold a Shadow Pearl, even if they lose the Ebon Oyster. The Shadow Pearl counts as a "shiny object" TP for the purposes of fulfilling the requirements of the "Scrying" technology. Each holder of a Shadow Pearl may Seek Aid as a non-action once per round. When this non-action is taken, if the roll would have failed without the bonus from the Shadow Peal Seek Aid, the Shadow Pearl becomes Lambent and the holder loses all benefits until it resets. If two or more Shadow Pearls are simultaneously Lambent, all Shadow Pearls are reset, restoring their effects to their holders. For every two Shadow Pearls that were Lambent, the holder of a random Pearl that was not previously Lambent gains one point of Faith as if they had taken two additional Faith actions during the round following the reset. E ach holder can only benefit from this once per reset, so if more than 2/3 of the Pearls were Lambent, the effect is partially wasted."




    Spoiler: News
    Show

    -Now the High King has proven to the Abyssal Stewards that he is worthy of the Bottomless Trial by the Abyssal Stewards, he is awaiting word on what this trial will be.



    Spoiler: Waste region 192
    Show

    -Now that the perfect location has been found to start the Ventroot system, a group of workers, with support of the Abyssal Stewards that was promised years ago, headed out into the region to create the boreholes to call the Ashan Nachal forth so that a colonising effort can get started as soon as the decontamination has been removed.



    Spoiler: Organisations
    Show

    -As they are currently involved in making a waste region (or at least part of it) habitable, the Hymenocera are well versed in working within the wastes. As they want to keep all organisations as friends, the high king decides to send part of the group of priest-scribes who were involved in making the wastes region habitable to the Chelonian Chora to help with their project on cataloguing all the items and stories about the wastes.

    -After receiving instructions for the Bottomless trial, the High King himself moves towards the Maw (region 1), one of the most bottomless regions in the vicinity. Taking only a few companies of the Kings Own and some advisors who would go and have some talks with The Lambent Syndicate, at the edge of the Maw, he would move on by himself while his guards were waiting.



    Spoiler: Diplomacy
    Show

    -Since they share a good reputation with the Abyssal Stewards and both are not too fond of the new industry that starts to pop up at some locations, the High King decides that a closer relationship with the nation of the Deep Blue is needed. A group of scribes under the lead of a member of the council is send out to the far away nation to request a closer cooperation between the two nations, with an exchange of ideas which can lead to more later.

    Last edited by farothel; 2023-02-02 at 02:36 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."

  19. - Top - End - #499
    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

    • To celebrate the creation of the Polar-Confederate International Bank, Seatide decrees that they will provide a small bounty of treasure in the form of financial investment bonds to any nation that joins.
    • By order of the Council of Seatide, Mammos is hereby banned from Seatide and blacklisted from all Services the Confederacy or its members may provide. Suspicious accounts will be flagged for auditing, and any account opened by or in connection to Mammos will be frozen.
    • For this year only, Seatide is offering to provide the techniques behind Megafauna Caravans to those who join the PCIB


    Spoiler: A message to the Cryptid Congress
    Show

    We are disappointed.
    For many years our two peoples have lived in peace and coexistence. In that time we have respected your claims and holdings, despite the ease with which we might have contested them. Our desire, as always, is for the mutual benefit of our peoples and the prosperity of Polar. Cease your hostile actions and we will forgive the attempt.

    If you instead insist on contesting Seatide's markets, then we shall answer in kind. The full might and influence of the Confederacy will be leveraged against you. We trust that you understand the magnitude of these consequences.

    In patient forebearance,
    Judge Shimmering Grey of the Seatide Confederacy.



    Actions:

    [Military] Send forces to Intercept the Reavers in Artetchhue (55), using the Bare Trap and Faith bonus vs. Reavers
    The crusade against the Reavers continues. With Deep Blue's Permission, Seatide's Sting Warriors march to Artetchhue to protect the province against a potential incursion. It is hoped that without the honorable Tadgceallachmarix's [b]enthusiastic[b] involvement, Seatide may be able to capture some of the Reavers alive for interrogation.

    [Economy] Buyout TP2 in Region 185 (Crafter's Coral), using The Merchant Life CI through the Embassy
    The exotic coral from a newly discovered region can be crafted into a myriad of different tools and equipment. It must be acquired!

    [Economy] Invent Technology: Megafauna Caravans (Civilian Tech): Reduce distance penalties by 1 for Economy actions. Requires Megafauna Tailoring, Food Resource.
    As the volume of trade around Seatide expands exponentially, breeders begin developing new strains of pack animals capable of hauling more goods greater distances. Breeds such as the Hijack and Blackray dwarf their earlier cousins in scale and can carry dozens of tons in a single shipment, vastly reducing transportation costs over long distances. But while these breeds are highly efficient as adults, they require enormous amounts of food during adolescence to reach their full size.

    [Economy] Buyout TP2 in the Sunken Necropolis (179)
    While not a "Drug" in the traditional sense, Wetherwisps can provide the same psychoactive effects and rush of physical experience through other means. Other, more traditional merchants have run up short trying to find a reliable source of drugs. The small Lampglow Drift decides to make a bid for this unusual product.

    [Diplomacy] Sway Merchants in Raconensae (173), spending 1 treasure
    While the Lampglow Drift doesn't have a supply of drugs "yet," They still send several representatives to Raconensae to try and sign a supply contract ahead of time. The risk might be high, but local merchants should be a few greased palms should ease transactions.

    [Diplomacy] Attend the Grand Opening
    Spoiler: Sub-Actions
    Show

    Trade Megafauna Caravans to Miru Miru in exchange for Oxygenating Implantations
    Trade Megafauna Caravans to the Cyphiri Union in exchange for joining the PCIB
    Trade Megafauna Caravans to GTZ via trade route in exchange for 3 treasure
    Trade Megafauna Caravans to KNH in exchange for Joint-Stalk Companies


    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
    Supply Talented Crabs to GRV to satisfy their resource needs
    Oppose CRY's impress attempt in 74, spending 1 wealth
    Oppose CRY's buyout attempt in 74, spending 2 wealth
    Spend Abyssal Stewards favor to raise rep by 1
    Exhibit the Banner of Odyssey in Deepdrift to gain International Prestige

    Die Rolls: https://forums.giantitp.com/showsing...postcount=1101

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Grey
    Diplomacy: 6 (+1)
    Military: 5
    Economy: 10
    Faith: 2
    intrigue: 3

    Military Units: 5

    Regions Owned: [Seatide 79]
    City: +1 to Buyout 1/turn
    Total Regions: 1
    Land Unit Cap: 5 (5 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.
    Intact Colossus Draig Molt

    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
    Supermarine Artillery

    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)
    Bioluminescent Navigation (Allows exploration and utilization of Depth 1 regions)
    Filtration Grafts
    Electrodialytic Staurozoa
    Radiant Spheres
    Sojourn Suits
    Indah's Embrace
    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.
    Traveling Scholars (Extra roll/drop 1d4 on non-dynastic ruler change) Prerequisites: Talented Labor.

    Resources controlled:
    [Compressed Algae Blocks (52, TP1)] Support
    [Sheerspun Fabric (63, TP2)]
    [Frozen Logs (64, TP1)]
    [Talented Crab (65, TP1)] Support
    [Piezo-Phosphoric Crystals (67, TP2)] Support
    [Gravelglass (68, TP1)]
    [Edible Algae (69, TP2)] 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
    [Sour Krill (80, TP1)]
    [Dragon Eyes, Cryptoclysus (84, TP1)]
    [Stripdrill Hyphenae (187, TP1)]


    Merchant Faction ETB: +10
    ETP Total: 33

    Treasure: 7 (+3 / Turn)

    Factional Support:
    Kenaqua (52) - Merchant (Supply Firefly Squid)(+2 ETP)
    (59) - Merchant (Supply Edible Algae)(+1 ETP)
    (65) - Merchant (Supply Rust-Veined Pumice)
    The Cathedral of Movement (67) - Merchant (Supply Stripdrill Hyphenae) (+1 ETP)
    Sketi (68) - Merchant () (+2 ETP)
    Danabae (69) - Merchant (supply Inkfang Worms)(+2 ETP)
    Region (70) - Merchant (using Sour Krill)(+1 ETP)
    Aelwyd Adferiad (71) - Merchant (Supply Edible Algae)(+1 ETP)
    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)
    (101) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
    (179) - Merchants (Supply Stripdrill Hyphenae)(+1 ETP)
    (187) - Merchant (Supply Frozen Logs)

    Projects and Wonders:
    Polar-Confederate International Bank (Seatide, 67)
    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.

    Current Members:
    STC, GTZ, SEN, CYP, RFT


    Diplomacy:
    Trade Route with the Gravetenders
    Trade Route with Lux Glossia
    Cultural Exchange with the Shifting Ennead
    Promise from the Shark People to not threaten Seatide merchants or assets
    Cultural Exchange with LOL
    Trade Route with Draig Continuum

    Favor and Reputation:
    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; 2023-02-03 at 04:44 PM.

  20. - Top - End - #500
    Troll in the Playground
     
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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 ______>
    <Update Round ______ Patches>
    <Spawning Herring Pattern ______>
    <Update CHILD OF PEARL Patch>
    <Update CRYSTAL 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 @ SHK>
    <Spawning Herring Pattern ______/scale>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version ______

    D:11 M:12 E:10 F:10 I:11
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. FaithMiracle

    Deus Est Machina

    Deep Blue has studied Anamorphosis and had been able to convert its memetic algorithms into light and color – that is, like the Narces, it had downloaded its consciousness into the Cathedral of Comprehension. While the Narces maintain a desire to reverse their own process, to convert from light patterns to biology, Deep Blue has no need to – it is and only ever was thought patterns, the fish that make up its material being as extensions and victims of its will – they are the hard drive, while Deep Blue is the pattern. The uploading, for Deep Blue, was, instead of being a transformation, was a back-up and extension of its existence. It went from a local program, to one that now existed in a globalized cloud.

    Later, when Deep Blue build the extension of the Cathedral of Comprehension, a Cloister of Cognition, it had at that time inserted into it a refined Core Fragment. The refined Core Fragment uploaded into the cloud the entity of Crystal, a Photara, a being of heat – a being of energy. Thus, Deep Blue, was able to prove that not only biology could be transferred into thought, but also energy could be transformed into thought. Heat became Light, and thought was only ever light. While, there was no interest in becoming biology – Deep Blue had an interest in the process of transformation into energy itself.

    Further, as Deep Blue’s power grew – further than any other mortal beings, it’s programs began to deviate and assume their own sub-memetic identities as more functions had to be assumed and distributed. The Cathedral of Comprehension and Cloister of Cognition only added to this type of fragmentation with a multitude of Colors – for after all the thought process saved as light functions was broken through a prism – and so Blue, Pink, Red, White and even Green and Gold were developed or assumed. The addition of the latter even bespoke of how paranormal vibrations – that is tones and shivers – could also be replicated using light and saved in such way.

    Finally, faced with existential threats of Titans and Pollution, but most grievously, a planet core that was slowing to an eventual stop, Deep Blue was faced with either nihilistic excess or a potential solution. While some Narces took their chances in the colder recesses of space, Deep Blue hoped to survive and remain. Heat would not survive in a frozen world, but other energy might. Light itself might. The ease of transition of energy to light patterns, or vibrations to light patterns, showed that the reverse process was more conductive than into straight biological matter.

    And so, Deep Blue, building upon its own bones per the Open SEAquence, begins to collapse the various colors of its decentralized processes into a single physical Rainbow, using the power of the refined Core Fragment within the complete Cloister of Cognition to become material light.


    2. MilitaryRaise Unit
    3. MilitaryRaise Unit (+1 additional unit from Size 3 Faith)
    4. EconomyJoin Bank Project (1/2)
    5. EconomyJoin Bank Project (2/2)
    6. IntrigueSecret Action

    Non-Actions:

    1. Accept all artifacts, technology, treasure, trade routes, cultural exchanges.
    2. Use DNA Favor for Rep gain.
    3. Allow STC and GRV troops to travel through territory for purpose of trapping Reavers.

    Spoiler: Memory Matrix
    Show

    Units:8

    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).

    Effulgent Witness abilities:

    1) While an Effulgent Witness has a Reputation of 2 or better with the Abyssal Stewards, they are unable to be targeted by the effects of the Abyssal Stewards’ Secrets of the Depths. Additionally, their die size for all die rolls targeting Titans or resisting the effects of Titans is increased by one step; this stacks with any other effects that change die size, such as Cultural Identities.
    2) Most of an Effulgent Witness’s powers depend on their Core Fragment, an artifact with which they possess a unique bond; even if it is stolen, they always know the location and exactly who is in possession of their Core Fragment. Additionally, they have a +4 bonus to resist such thefts as long as it is not stored within a Holy Order, and a +4 bonus on any action which would retrieve their Core Fragment.
    3) An Effulgent Witness’s maximum attribute scores are increased to 12, rather than 10. If they are not in possession of their Core Fragment, any attribute above 10 is treated as being a 10 for all purposes. When rolling for an action of an attribute above 10, they may choose to roll as if their attribute was 10; if they do not, then at the end of the round, they must make a leader loss roll with a -1 penalty for each such action beyond the first; on a 1 or lower, they are consumed by the intensity of the powers they are wielding, and die. Resistance rolls do not necessitate or add additional penalties to these leader loss rolls. Additionally, whenever an Effulgent Witness personally participates in a battle using an effective Military score above 10, their effective unit count is increased by 1 as a result of their personal power.
    4) While in possession of their Core Fragment, an Effulgent Witness may take a special action using any attribute to roll all appropriate resistance rolls on behalf of one of their Vassals, for one turn. This does not allow rerolling failed resistances the Vassal may have already attempted.
    5) An Effulgent Witness may use their Core Fragment to tap into the same energies utilized by the Abyssal Stewards; they are always considered to possess the Magma Forges technology (which is impossible to trade) while in possession of their Core Fragment. Additionally, once per turn as a special Faith action, they may attempt to refine their Imperfect Core Fragment through a form of focused meditation which is more effective in deeper regions.
    Last edited by mystic1110; 2023-02-03 at 02:39 PM.

  21. - Top - End - #501
    Pixie in the Playground
    Join Date
    Oct 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Peacekeepers of Surunung


    Rahakera (155), Region 159, Neralam (160)
    Round 19

    Leader: Parapasa Kuasa, 3rd Voice of Rahakera
    Diplomacy: 5
    Military: 6
    Economy: 2
    Faith: 5
    Intrigue: 3
    Expected Stat Gains: +1 DIP, +1 MIL

    Actions
    1. DIP - Sway Aristocracy of Region 159. Rolled 13 with TN of 12; Success.
    2. DIP - Send Diplomatic Mission north of Region 159. Rolled 13 with TN of 12; Success.
    3. MIL - Raise unit
    4. MIL - Raise unit
    5. MIL 5 - Recruit General. Rolled 8.
    Spoiler: General Geldang Kuasa
    Show
    With Parapasa Kuasa's meteoric rise to power came surprisingly little resistance from the Rahaa of Rahakera... at first. The Rahaa, desiring to maintain order, initially did not seek to oppose Parapasa's rule. However, Parapasa used her wave of popularity to consolidate power, stripping much of the authority away from the other members of Peacekeepers' Assembly. Seeing the Rahaa members of the assembly losing their authority as a sign of Rahaa self-determination fading once again before the influence of outsiders, the citizens of Rahakera became agitated and appeared to began moving towards open revolt. Knowing the Kejatara would not be ordered by the Keja to intervene in the affairs of the Assembly or populace in even these circumstances, Parapasa made an unprecedented move by calling in the Kuasa Clan's finest general from Neralam, Geldang Kuasa, along with two legions of Bertuagan fighters and stationing them in Kejakota. Lacking the means to challenge the Kuasa army, the Rahaa quietly submitted for the time being.

    Tactical Doctrine: Spears of the Menar (Pending Approval)

    Non Actions
    1. Accept incoming trade routes, cultural exchanges, technology, and buyouts
    2. Allow GREG units to pass through Surunungese territory
    3. Accept technology via the Cultural Exchange with MIR
    4. Attend the Splendid Grand Opening
    Last edited by Czard; 2023-02-05 at 01:16 AM.

  22. - Top - End - #502
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 19
    The Shifting Ennead
    Danabae (69), Maurente (74), The Cathedral of Movement (67), Sketi (68), Raconensae (73), The Dead Seas (60), Aelwyd Alferiad (71)

    Led by King Akkoroas
    D9 ; M10 ; E9 ; F2 ; I5


    Actions
    1. [ECO Colonize 185] Spending one treasure Great SUCCESS
      The Seatide has cleared the way for Ennead colonists, and the King has cast his eyes north.
    2. [ECO Hoard Treasure]


    3. [DIP Give 71 to DRG]
    4. [DIP Attend RiB]
      Spoiler: Subactions
      Show
      Accept Vassalization
      Return Three Claws
      Return 80% of DRG prisoners
      Sign a PRS treaty wherein DRG promises nonintervention in Ennead regions


      The Nathi have proven, unsurprisingly, uninterested in good faith discussions. But the Doflein are done with their games. Three Claws is returned despite the Hegemony's threats and treacheries, in a show of peace and cooperation. With an agreement made, the Residuum is part of the Ennead, a protected state under the aegis of the King. The Aelwyd Alferiad, the holy waters of the Driagiau, is returned, as undamaged as it was upon its capture. The eggs are found under the guard of 40 Beaks - these delicate talks cannot be disrupted by bad actors who may wish to sabotage negotiations. When the Diagiau return, though, control and protection are handed over without no difficulties.

      Messages are sent to Tadgceallachmarix. He is told that peace is reached and that the Ennead hopes he will consider the deaths of hundreds of Enneii satisfactory for his rage. The Ennead hope he is willing to shift his focus onto more pressing, recent matters and let this be a new era of friendship - or at least, mutual apathy.

    5. [MIL Invade 186]
      Spoiler: Invasion Details
      Show
      Target: [186]
      Commander: Unimportant Subcommander
      TacDoc: Skirmish (-10% casualties for both sides)
      Units: 5
      Treasure: Nope
      Route: 74>80>186
      Tech: Destabilizing Mutagenic Augmentations (+2 to battles)

      The Shades are collapsing, and the Ennead seizes an opportunity.
    6. [MIL Recruit Unit]
      Ending the war was costly. New soldiers are needed to protect the Ennead's new borders.




    Non-Actions
    1. Treasure Count at round start - 1
    2. Unit count at round start - 7
    3. Accept all gifts
    4. All SEN territory treats all armies not belonging to SEN, DPB, or STC as hostile for Distance Losses. DPB and STC are explicitly given permission to travel through SEN regions.
    5. DMA Count: +2 bonus, 4 rounds remaining. RESULT 5 - +1 Duration, then one unit lost
    6. Contribute to the Titan-Sized Damage Report Gwrfaedlaithe
      Spoiler: Titan-Sized Damage Report - Temptations and Squabbles
      Show
      Tigellinus and Fuscar, two Beaks sworn to the personal retinue of Balelia, are hiding in the Dead Seas, when Justia Ilbius (daughter of the once-famous scientist Ilbio) invites them for an interview. Rumor has it that there is some mild unrest in Danabae of late, and she wants to hear from sources close to the action. Relevant excerpt below.

      "Exactly! So that's when we started heading out; the Doflein were losing their minds."

      "They were fighting over it. Everyone wanted a piece of it. Grafts, art, leverage, bargaining chits, you know how it is. It's a once in a lifetime event. Obviously it's going to bring out the worst in people."

      "And this is the Doflein. The worst in them is nothing to scoff at."

      "Hm? Oh, sorry, yes. The molt. They were fighting over the shell of... what's its name?"

      "Gwrfaedlaithe?"

      "There it is. Thanks, Fuscar. Right, so we - not us, but the Ennead - found it. A massive shell? Skin? Molt? Just hanging by a claw on an outcropping in that rift the polyps loved so much. We dredged it out, and everything fell apart."

      "We couldn't-... No, greed is the right word, ma'am. But if it hadn't been for that big crustacean, people could have focused on new waters, new exotic creatures, war, things like that. Instead, it became this huge argument over who got what pieces. The worst part is that when we left, no one had so much as touched it. Everyone was fighting over claims, dibs, and rights."

      "Every old rivalry came to a head all at once! People were trading heirlooms, pieces of themselves, children, titles, even ranks, somehow. Treasure, deeds, and lives were taken. Naturally, this was all happening right as the King was dealing with the treachery of the Sleepers."

      "That's the loose faction that formed from the ostracized idiots that took the bribes from the Hegemony."

      "I'm sure she knows that, Fuscar."

      "For the quote, though. Anyway, they all got together when the King was angry. They weren't particularly aligned, but between being lumped together and seeing an opportunity to form a bloc and collectively make moves for keeping the molt among themselves. Combination of wanting power to combat the new marginalization and simple opportunism, I think."

      "Yep. So we start with a molt, now the court is dealing with an underground war for parts, a new party has formed, and, of course, there's the madness."

      "The wh- sorry, go ahead. Oh, ok. The what?"

      "So everyone is all worked up about the molt and wanting more. But no one with any real power is serious about dealing with another of the colossi, so there have been some... creative attempts to find more of the good stuff. My spouse sent word that we're up to four Doflein who have gone for a swim up north, into the Wastes. Obviously, none have returned."

      "Wow. Things really are a mess. We made the right call, I think. Hm? Oh, cuisine. Well, the locals didn't really go in for normal food, so we've had to get inventive..."

      End of excerpt.




    Reports and Discoveries
    • A pronouncement from King Akkoroas: "To the Eternal Spring, we offer regrets. Our Arms overreached their aim and talent, and mistook capability for culpability. With your innocence assured, we can offer a sincere apology for wasting your time and aiming to besmirch your name. Your sins are heavy and known, and it was poor play to attempt to add to them. The Arms responsible for this grave error are dead, and we hope this will be the end of the matter."

    • A pronouncement from King Akkoroas: "To the Hegemony, we offer scorn and irritation. You have thrice now sided with a Titan in the face of our attempts to protect the civilized and peaceful peoples of our neighbors from their terrors. You have assaulted us for the temerity of fighting to dissuade the monstrosities from tearing down all we have collectively built. You've aligned yourself with evil, and you have the gall to call your insurrections in our waters justified? No. No longer can this be tolerated. You will cut ties with the Titans and their lapseadogs. You will surrender to us the spoils of your wars that we might rebuild the damage you and yours have caused. And you will henceforth never enter Ennead waters." [OoC: The "spoils" demand is 3 treasure]

    • A pronouncement from King Akkoroas: "To the Gravetenders, we offer disappointment. Time and again you turn a blind eye to the bloodlust of the Nathi. They threaten, blackmail, undermine, and invade, and you call them friends. You fund their violence. You demand that the Ennead put forth good faith negotiations - which, we must add, we have done at every turn - and allow the Nathi to murder as they see fit. You say we are no longer friends of the Gravetenders, yet shelter these imperialists under your stony wings. Prove that you stand by your principles. Prove that your dedication to peace is not merely a convenient justification. Cease your funding of their wars. Impose sanctions on the Nathi until they meet in good faith. Let them sink or swim on their own until they denounce and disavow the Titans that are pouring destruction across our seas. Do this, or be the hypocrites you so fervently seem to be striving to emulate." [OoC: Stop sending resources to KNH]

    • A pronouncement from King Akkoroas: "To the Residuum, we offer contempt. You dared to swim against us, and twice failed to do so. You cannot float on your own, so you rely on your betters, the Nathi and the Titan, to fight your battles for you. And, yet again, this gambit has failed. You have lost. Your leader is in our custody. Your pathetically transparent attempt to force us into a protection racket under the laughable guise of recompense is shown to be naught but silt in the waves. We offered to make peace with you, and you spat in our face. We wanted an end to this conflict on mutually beneficial terms, and you demanded our humiliation. We come to you now with peace. Not offering, but demanding. You will treat with us or you will watch your future generations die screaming to fuel our armies. Our offer is thus: You will leash your loud fire, and it will find a better use of its time than assaulting the Ennead. You will swear nonintervention in any Ennead matters, regions, or interests. You will accept Ennead supervision in and over your territories to keep these terms. You will convince the Nathi to return all Doflein and Nautilite prisoners, including General Balelia, to Ennead waters, safe and in good health. In exchange, the Ennead will not destroy your children and will consider these matters satisfactorily handled, with no further need for retribution or grudge bearing. You will have hostages in the form of our oversight council, and we will have hostages in the form of your offspring. Three Claws, and 80% of all other prisoners taken during battle will be returned to your custody." [OoC: DRG agrees to not target any of SEN's regions, TPs, HSs, Colonies, etc and to get Tadgceallachmarix to do the same. SEN will get the Aristo supports of 70 and 71 (this will be the Doflein hostages and the oversight committee) OR DRG will become a vassal, but keep their supports. Balelia is returned, alongside all other prisoners taken in the battle. If these are met, 71 is returned to DRG. Three Claws and most other prisoners are returned. If terms cannot be reached, 71's Holy Sites (the nests) will be Sacked.)

    • A pronouncement from King Akkoroas: "To the Shah of the Cryptid Congress, we offer concern. You are under our protection, and yet the rumors we hear from our bureaucrats sent to assist you in keeping a functioning government suggest that you are unhappy and frightened. You have reneged on promises offered, and we have spoken not a word. You have silently fallen into internal squabbles, and we have done what we can to help. You are our subjects and are thus under our aegis. Do not let paranoia destroy what cooperation could construct." [OoC: You good, bro?]

    • A pronouncement from King Akkoroas: "To the Shah of the Cryptid Congress, we offer warning. You have neglected your duties and now swim to the very precipice of what we negotiated. The Confederacy has long been a dear friend and valuable ally. An assault on their holdings is tantamount to damaging our interests. Find another polity to antagonize."

    • A pronouncement from King Akkoroas: "To the Gravetenders, we offer measured approval. The first steps in distancing yourselves from the hypocrisy of supporting the Nathi are noticed and appreciated."



    Ruler Stats R17:
    D: 10
    M: 10
    E: 10
    F: 2 POLAR
    I: 5
    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 Filtration Grafts Toxic (red) border crossing Composite Grafting, Filter Feeders
    M Destabilizing Mutagenic Augmentations Increase DSI bonus to +2 Devolving Standardized Integrations, Composite Grafting
    C Scrying Great Success on Seek Aid grants a +2 Shiny Objects
    M - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 2
    1. Gravelglass: 68.2
    2. Maleficent Jelly 51.3


    Military Units CAP: 13/16

    Generals
    • Balelia - 9 - With KNH or dead
    • Tulticius - 8

    Spies

    Cultural Exchanges
    • GRV
    • DPB
    • STC
    • SKR

    Trade Routes
    • STC

    Artifacts

    Treasure
    1/10

    Special Actions Used
    DIP5 - Cultural Exchange DPB
    MIL5 - Recruit General Tulticius
    ECO5 - Specialized Ship, The Harvester
    MIL10 - Destabilizing Mutagenic Augmentations

    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
    The Eternal Reunion 69 A huge pit dug into the seafloor, swarming with workers and filled to the brim with factories, workshops, and gristmills, and the floor is dotted with butcheries, slaughterhouses, vats, and barbershop. Into the pit flow people, animals, and other biomaterials. Out flows the raw materials for the many experiments and projects of the Doflein.



    POLAR
    Last edited by JBarca; 2023-02-04 at 01:23 AM.

  23. - Top - End - #503
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Round 19
    [Gotezhar Builders Union]

    [Feytor Saroon'din, The Seaquake]
    Regions: 138, 128, 130, 136, 137, 139, 174

    Actions:
    1. [Diplomacy] Attend Event
      Though beset by grief, Saroon'din makes sure to make public appearances and keep the Builder's Union active within the greater seas. It is what his mother would have wanted.
      Spoiler: Event Sub-Actions
      Show
      - Accept Technology from MIR
      - Trade the Seatide Confederacy (3) Treasure for Megafauna Caravans
    2. [Diplomacy] Press Claim of 140 (Roll: 22, Treasure Spent)
      Though it is happening much sooner than Saroon'din would have liked, he is determined to see the Builder's Union grow under his young leadership. The first step of this is to continue with the marriage plans of his betrothed. It becomes a grand affair, and Saroon'din is surprised to find out just how welcomed he and the Builder's Union are within the southern waters. Apparently, the father of his new bride sees the Builder's Union as some unspoken protectors of their waters, and was very eager to be formally included into the fold.
    3. [Military] Raise a Unit
    4. [Military] Raise a Unit
    5. [Military] Raise a Unit
      The Nacres actions have left many people, Gotezhar and Mer alike, upset. There has never been a time more easy to raise a new set of Squalls.
    6. [Military] WAR - attack region 141 with 1 Unit led by Squall Kagado (Mil 10)
      +13 TacMan, +13 Battle Roll
      [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses, +1 to Battle Roll from Perfected Doctrine led by Kagado]
      [Route: 138 -> 129 -> 141]
      Spoiler: Military Strength Breakdown
      Show
      Maneuvering: +13
      +4 Maneuvering, Supermarine Artillery, Perfected Doctrine
      (Mil 10) Squall Kagado

      Battle Roll: +9
      +2 (Half Leader's Military)
      +1 Middish Way
      +1 Supermarine Artillery [Dropped Weaponry]
      +1 Devolving Standardized Integrations [Combat Drugs & Medicines]
      +1 Treasure

      +2 Leader Loss Roll (+2 Middish Way)

      With the revelations that what once was a respectable ally within the Lux-Glossian Shades becoming just a puppet for the Lambent Syndicate, the Feytor moves to ensure that other allies remain safe. Squall Kagado leads a small force to maintain order within the Greenwater.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • Support conversion in 137, with the condition that the faith goes no further outside the bounds of that realm
    • Spy Action: Researcher 42 is not seen within the halls of Dounpor, and seems very busy...
    • Build a Monument - Mira'din's Stubbornness (2/5)
      Among the many people whom are saddened by Mira'din's loss, Joontar Arjiloza is perhaps the most vocal. The renowned planner of projects had a meeting scheduled with her for just two days after her passing. Needless to say, this meeting was cancelled. Arjiloza was too overcome by grief, but unlike others, has channeled that grief into his art. They go into seclusion for almost an entire year, only coming out for more materials to draft their latest and greatest work. Feytor Saroon'din - months after his coronation - visits the Joontar and is the only one that gets to see the plans ahead of time. Yet it is apparently enough for the Seaquake to throw his entire support behind the designer, ensuring that during that time of seclusion, the Joontar has some Workers nearby whom ensure Arjiloza is fed.


    Spoiler: News and Rumors
    Show

    • Mira'din's death effects many people. It is a surprise to nearly everyone, and invigorates the more militant factions. She was beloved by many, and though there were some rumors that she would have retired soon, the sudden loss of her knowledge and expertise is tragic. Even more so as she is unable to pass along her Bolya - the first non-Gotezhar Bolya - to her children and nuven. Many speculate that were Korasoon alive, there would be immediate and unrelenting War. The fact that Feytor Saroon'din is taking his time bothers a few people, including Saroon'din's brothers...
    • The first of Mira'din's children: Saroon'din, Kora'sin, and Huurjan'oak. At the age of sixteen - around the year 57 - Saroon'din accepts his position as Feytor. Kora'sin throws in his support to his older brother immediately, and is seen speaking with Researcher 42 often before the two hurry off to somewhere private. Hurrjan'oak is recognized as a master builder, and reaches out to the Abyssal Stewards to see what they would like done to rebuild the base within the Meadows.
    • Mira'din's second set of children Druthtu'o (Druth), Proj'eto, and Shbuul'walg, at the age of thirteen, are grief stricken by the loss of their mother. Druth especially is upset at his older brother for not immediately using all forces to punish the Divine Nacres, and it is only the boys' father Woenpal whom keeps the boy calm, though the older merchant is beside himself with sorrow. Joontar Osinal continues to teach Proj'eto and Shbuul'walg about the Flowing Way, but for months, the topic of what happens after death is a major facet of their incessant curiosity.



    Spoiler: Ruler Information
    Show

    Feytor Saroon'din, The Seaquake D M E F I
    Current 4 5 4 3 3
    Rolled Stats 3 4 4 3 3
    End of round 18 1 1 0 0 0
    End of round 19 0 0 0 0 0

    New Ruler Next Round!
    Saroon'din's Rolled Stats

    Expected Stat Bonuses: +1 Dip, +2 Mil


    Spoiler: Book Keeping
    Show

    Units: (8 / 19)
    General(s):
    - Squall Kagado (Mil 10) [+1 to Battle when using Aim for the Storm's Center]
    Perfected Doctrines
    [Aim For the Storm's Center: +1 Maneuvering, -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138 - Fort Essensio, Region 174

    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:
    Researcher 42 (Int 9)

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)
    Gotezhar (138) to the Lojanese Republic (9)
    Treasure (12 / 12)

    Member in Good Standing of the Polar-Confederate International Bank
    (+2 Treasure Cap)

    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.

    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
    For each 3 treasure you spend, you receive 1 Treasure at the end of the turn.
    Sojourn Suits
    Permits actions and troop movement across terrestrial wastes (purple) borders.
    Death Commando Conditioning
    Indah's Embrace
    Papershell Draft-Cuttle
    Scrying
    Last edited by Gengy; 2023-02-05 at 11:06 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  24. - Top - End - #504
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

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

    Turn 19
    News and Rumors:
    Word spreads rapidly as the Costa publish an international report from their investigators. The destruction of the Abyssal Stewards site in the Meadows of Elyan’dan was not arranged by the Knights, but rather orchestrated by the so-called ‘Eternal Mistress’ of Lux-Glossia. Her desire for self-aggrandizement not satisfied with murder and cannibalism, her motives seem to include destruction in other nations’ territories as well. Additionally, evidence links the Death Commandos to the distant Lambent Syndicate, signifying that the mistress’ rise to power may have been perpetrated as a coup by a foreign power.

    Actions:

    1) [Economy] Impress Merchants - Region 119 using Liming Snails for desired import (Roll: 15 - Success)


    2) [Faith] Convert Holy Site - Region 103 HS2 to Brilhinte with support from ourselves (Roll: 22 - Success)


    3) [Faith] Convert Holy Site - Region 137 HS2 to Brilhinte with support from the Gotezhar Builders Union (Roll: 22 - Success)
    With permission from the Gotezhar, and gratitude to the Flowing Way priests for caretaking this temple in their absence, Brilhinte priests finally have the resources to recover the ancient temple of their faith in Gosto G'Cor.

    4) [Intrigue] Investigate the ancient Brilhinte worship sites (Roll: 15)
    Having completed restoration of all the temples of the Seven Divines, scholars and priests begin to dig into the mysteries of the past in greater depth. Doctrinal incongruities and discrepancies in records indicate a missing piece among the articles of the faith - but what that piece represents is a matter of increasing speculation.

    5) [Intrigue] Undermine Mercantile Support - Region 120 (Roll: 18)


    6) [Intrigue] Secret Action


    Non-actions:
    What secrets hold the Deep?
    Spend 3 Treasure each on Impress and Undermine actions, and 1 on each of two Undermine resistance (8 total - see rolls).
    Seek aid with the Shadow Pearl for Undermine action. (Roll: 14 - Success)
    Resist the Black Pearl undermining of Merchant Support in regions 117, 127, 134, and 114. (Rolls: 17, 20, 18, 18 respectively)
    Resist secret actions at +2, sacks and coercion at +1 (ABS reputation).

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Duarto Alverna (Diplomacy 7; Military 5; Economy 10; Faith 9; Intrigue 10)
    End-of-turn increase: Faith +1
    New Leader next turn: No

    Generals: Illdo Loura (Military 8)
    Spies: Veruha Mascerena (Intrigue 7), Circo Luto Perdida (Intrigue 8)

    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: 11
    Artifacts: Peninah Ayin (location unknown), Screechstrobe Cluster (3/3), Shadow Pearl
    Reputation: ABS (2); CCA (0); DNA (0); PRS (1)
    Favors:
    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 33 (3 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Bioluminescent Tunicates - 117 Merchant Support (No TPs)
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Fertile Soil - 60 TP1
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Liming Snails - 115 TP2
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Phosphorite - 113 Merchant Support (No TPs)
    > Plankton - 124 TP2 & Merchant Support
    > Pure Berries - 138 TP2
    > Ray-Ear Seaweed - 127 Merchant Support (No TPs)
    > Razorglass - 128 TP1 & Merchant Support
    > Refugee Workers - 96 TP1
    > Talented Crabs - 65 Merchant Support (No TPs)
    > War Cultivator Supplies - 97 TP1
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1
    > Merchants by Proxy - 12
    Primary Religion: Brilhinte (8 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Escola Academia - 103 HS1
    > Temple of Duarge - 103 HS3
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    > Temple of Leocidia - 137 HS1
    > Temple of Narcis - 173 HS1
    > Clergy Support - 103, 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, Bioluminescent Navigation, Holographic Certification, Filtration Grafts, Sojourn Suits, Mamomachines, Papeshell Draft-Cuttle, Scrying, Reactive Refining
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    Last edited by Frostwander; 2023-02-04 at 04:11 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
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  25. - Top - End - #505
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    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions
    Round 19

    POLAR
    Spoiler: DRG
    Show


    The Draigiau Residuum Gathering
    The Three Claws - Gwyneira Cynfelyn, Seneschal of the Shallow Crest
    Dip: 8, Mil: 6, Eco: 6, Fai: 8, Int: 4
    Dip: 5, Mil: 3, Eco: 3, Fai: 5, Int: 2
    Treasure: 0, Units: 1

    Diplomacy: Accept Aelwyd Alferiad (70) from SEN

    We are now numbered in dozens, hundreds at most.
    Our world has changed, and we must adapt with it; our ancestors' ways will no longer sustain us. We are the Wings of the World, and without us, what legends will inspire wonder? What tales will perpetuate the little ones’ drives to stay alive in these terrible times? So those of us who remain, we Residuum of Draigiau, must gather together and find a place where we may all lay and protect our eggs. We must hatch the next generation, and rekindle the fire of our species. Else we shall fade, and the world will have only the last of our scales to remember Wonder.

    Excerpt from Brenhineplisgyn’s Pact, transcribed by Ferang of the delicate hand at the Gathering of the Draigiau Residuum

    Diplomacy: Attend the Reef in Bloom
    - Vassalize to SEN
    - Accept the Three Claws from SEN
    - Return all prisoners taken during the battle to SEN
    - Sign a PRS treaty promising nonintervention in Ennead regions

    To King Akkoroas: You hold the lives of our offspring, the culmination of centuries of accumulated legend, in your grasp. You have given us no choice but to accept subjugation to avoid unspeakable tragedy. To this end, the Ennead shall no longer know our hostility. But know this; the Ennead shall never know our Wonder.

    Tadgceallachmarix follows his own rule, that of a mighty and proud leviathan. He may not accept these terms, although we entreat him to.

    Similarly, we cannot dictate Nathi policy. We strongly urge the Kar-Nath Hegemony to cooperate with the demands: return Balelia and all other prisoners taken during the battle to the Ennead. The Nathi have been steadfast friends and allies to the Draigaiu; do not allow bitterness to further spark the shifters’ disposition for brutality and genocide.


    Faith: Reclaim holy site 71.2 (the Brine Breeding Baths) for Wings of the World, 8

    Dragon eggs must be fertilized in brine pools. Without the Baths, our story ends.

    Faith: Create an Artifact, the Sgimiwr Cyflym! Effect: +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round

    Most Draigaiu molts do not include the wing-fins, only the hard outer carapace. Thus, the precious few remaining carapaces of long-past Draigaiu with intact wing-fins are highly coveted. The brilliant emerald filigreed wing-fin skimmercraft is one such carapace, turned into a highly mobile and lightweight vehicle.

    The Nathi have crossed vast and turbulent seas to aid us, and we intend to repay that debt with this Wonder.


    Attribute increase: +1 Faith, +1 Diplomacy
    Spy non-action.
    Hinder and resist all conversions inAelwyd Adferiad (71) and Region 70.
    - Resist RFT conversion of 71.1, 10
    - Resist RFT conversion of 71.3, 15
    - Resist RFT conversion of 70.1, 13

    Spoiler: KEN
    Show
    Kenaqua
    Counselor Raihan Blacktide
    Dip: 6, Mil: 3, Eco: 4, Fai: 8, Int: 4
    Treasure: 2, Units: 0

    Economy: Join the Polar-Confederate International Bank (1/2)
    Economy: Join the Polar-Confederate International Bank (2/2)

    Blacktide thanks the Seatide Confederacy for their generous gift and envoy.

    “It is taught among the followers of the Shroud that the Gods exist in time because acting in their favor opens a door between planes that allows their presence. They are unknowable, apart from their will, and this will can be heard in a worshiper’s own soul while this door is open.

    Today, we open a door between our two nations. Let this door allow for greater communication of will between us, such that we both may grow in time.”


    Faith: Convert Region 53 holy site 1 to The Shroud, 14

    There are many who would be disheartened by the continuing failure of their faith to spread. Not so with the Kenaquan Mer! The Shroud does not concern itself with where it has spread so much as when the Gods are present, and is it not plain that whensoever the clerics strive for expansion, then are they immanent?

    That said, it’d be real nice if it took this time.


    Faith: Add lighting runes to the Linking Arch in Kenaqua (Region 52) [3/5]

    Blacktide is not content with the completed arch, and orders further modifications to be made. Many balk at the expensive runic lighting, or complain that it lends the arches an eerie quality. It doesn’t even provide that much light, as the runes are on the outside and pedestrians typically walk through the hollow interior! Anyhow, the arch is done now. For real this time.

    Attribute increases: +1 Faith, +1 Economy
    Hinder and resist all conversions in Kenaqua (52)

    Spoiler: CRY
    Show
    The Cryptid Congress
    Shah Honorebb Qualodias IV
    Dip: 5, Mil: 3, Eco: 10, Fai: 3, Int: 8
    Treasure: 1, Units: 0

    Economy: Buyout Maurente (74) TP 2 for Firefly Squid from the Seatide Confederacy, spending a treasure, 15

    More years than the Congress cares to count have fallen away as internal struggles sapped its attentions. Now, however, they will return in glory. It is time for the polar seas to see the true might of an economic powerhouse. Quahonor Ebbias is appointed Merchant Ambassador by acclamation, leading a trade mission into their liege’s waters to get their fins on something as luminescent as their people.

    Economy: Impress Merchants in Maurente (74) from the Seatide Confederacy, using Edible Algae to fulfill the Crops requirement, 15

    Intrigue: Investigate what has disturbed the Ice Tyrants, 15

    Among the most dangerous creatures of Cryptcilidium are the vast serpentine Ice Tyrants who routinely raid cryptid pods and attempt to devour cryptid young. In the past decade something stirred them from the depths, causing terror and mayhem amidst the pods of the Congress.

    Intrigue: Secret action

    To King Akkoroas: What protection? What bureaucrats? What promises? Where was your protection when the Ice Tyrants attacked six pods last winter? What need does our direct democracy have for your bureaucrats? When were these “promises” made?

    This miscommunication between us is clearly the result of a lack of interaction between our peoples. We shall tighten our bonds with your merchants and remove foreign influences from your commerce. Please do not resist.


    Attribute increase: +1 Intrigue
    Change ruler non-dynastically. Leadership rotates between a random adult member of the community every congress.

    Spoiler: The Crystal Garden
    Show
    Current location: unknown

    The turtle munches an easily-traceable swath through surface fields of tongueblossom lilies before being spotted on the outskirts of Yuksekale. Rather than dipping into the valleys, it veers south into unknown waters.

    Spoiler: Catching mechanics
    Show
    Task: Catch the Crystal Garden! To capture this turtle-based specialized ship requires the cooperation of two or more powers, as its nature is elusive and its capability to cover vast stretches of water is large. One must work with the locals across a region (TN 14 Diplomacy or Faith action) to corral the turtle towards an awaiting ambush (TN 14 Military or Intrigue action). Should the turtle detect anything less than perfect harmony of intention, it will flee: the two actions must be taken by two different nations with the lone recipient of the ship mutually agreed upon. The turtle will continue to appear in a different region each turn until it is caught.

    Spoiler: Klam Kardasean
    Show
    Region 65 - Klam Kardasean visits the Glow-Spires of Pelegar


    Spoiler: Blub review
    Show

    Transcribed and submitted to Blub Underwater by a Klamorous follower

    Elegant as an eel, smooth as a shark, Klam Kardasean made her way to the heart of Pelegar this week, the center of culture in the polar seas, “If only because I’m here now!” This was thrown out as a joke, but readers, this transcriber can report that there were only two things out there worth seeing that day, and the Glow-Spires were a definite second place.

    Klam was wearing her support for local business quite literally on her sleeve, left fin covered in resplendent gravelglass. Her rimestone earrings were tied to her do-Mer-even-have-ears by strands of woven seaweed, and as a nod to local practices she had had some of the northern craftsfolk temporarily graft a few talented crabs onto her tailfin. As the first glow of the Spires finally fell upon her, her heart-shaped glasses reflected pink light across the entirety of the sea and she was, in a word, resplendent.

    “Ok, that should do it, right? You got the description down?” she asked, her voice bringing music to the seas. She quickly shrugged on a heavy fur coat and thick-woven hat. “Thank Kiko Whero, it was freezing like that. I don’t know how these people do it. Alright, let’s get over there and get this over with. You can start transcribing now.

    “Hey, Klamorous followers! Today I’m visiting the Glow-Spires of Pelegar! Word on the current has it that these ancient spires were once the tallest structures in the world! I thought I’d come by to see what all the fuss is about. Hopefully, the visit proves enlightening!


    “Ok, are you watching? This should be a good description.”

    When Klam crested the ridge, silhouette in the glow from ahead, the half-eaten herring dropped from her fin. Backlit by the shine, she spoke:

    “Oh. My. Cod. Folks, can you believe it? We’re still, I don’t know, two or three nautical leagues out from the base of the tower, and you can already see the light! It’s like a bubble of warmth (it’d better be warm) around it. Did you know there are other towers than the big one? I thought it was just going to be one spire, but…wow!”

    She turned back to speak directly. “I’m not even there yet, and I think (play the tune!) I have to designate this as a … Must-See Monument!



    Finally, Klam reached the base of the tower itself, at which Klam stood before it, arms up, “Wow! Look at the glow of this place! I’ve hardly ever seen a building at this extraordinary luminosity! Intriguing!”

    She looked over at the attendant lizards. “If this is what it’s like from the seafloor, I can’t wait to see what the restaurant on the viewing deck is like! You can probably–”

    One of the locals cut her off and they had a quick whispered conversation. After a moment’s frowning pause, Klam turned back with a sudden chuckle.

    “...if that were possible! Sadly, there is no viewing deck or restaurant! It’s a simple lifestyle out here, and it really has that provincial, pickled-herring charm!” Readers, her smile was almost like a grimace in its sincere appreciation of arctic monotony.



    After her tour around the lesser spires, Klam had gathered something of a crowd. She turned to them: “Well, that’s all we’ve got for today’s installment of Kruising with Klam. If you enjoyed, make sure to leave a comment and a like on Blub. And make sure to check out today’s sponsor, KLAMFURR coats! Where do we get the fur from? What use is a waterloggable garment in an underwater environment? Leave them asking these questions and more!” She gave a spiraling twirl upwards, shining as metaphorically bright as the Spires literal brightness, coat squelching elegantly around her.

    “Until next time! Ciao!” She winked at her audience.

    Spoiler: Glow-Spires of Pelegar
    Show
    Spoiler: Ancient Wonders, reforged?
    Show
    The territory of Pelegar has been one that has been shown relatively little attention once the Hegemony annexed the territory, and it has seemed that the Frozen Court has for most part left the locals to their own devices... but with the gradual improvement of the nation one project at a time, even in midst of times of terror and turmoil, the Frozen King has decided to turn his eye to his Lacertis subjects. The lizard-like people have always made attempts to repair the structures left behind by a glorious empire long since destroyed by relentless march of time, and in keeping with his wish to give hope to all under the banner of his nation, the new frozen monarch has decided to extend his hand in support.

    While it takes a while for the nathi builders to arrive and perform their surveys (and perhaps longer still to reassure the locals that they will take utmost care not to further damage anything unnecessarily), eventually one of the taller remaining spires is selected as first target of renovations. With the colorful fabrics removed to expose the full extent of the damage, the construction crews gradually get to work. At times parts of the structure have to be collapsed to rebuild them anew properly, but Nedir has not spared expenses, having brought in experts familiar with working with the materials needed.

    It will still take quite a while until the whole structure is repaired, let alone all of the spires around Pelegar...but the intitial construction fills the local Lacertis with hope.

    Spoiler: Restoring antiques is careful work
    Show
    Despite the times of war straining Hegemony's resources and leaving people its people with greater sense of unease than ever, the reconstruction of the Glow-Spire continues. The main structure is gradually reinforced with materials brought in from elsewhere, having grown too unstable over the years to truly be usable by itself, and this change in its base structure has certainly altered the look of the monument. Where the grand design was that of coral and lighter materials before, now it resembles a tooth of some great beast hewn from the bedrock itself, much mroe threatening visage for now before the coral can be used to once again cover it with the more traditional style of the locals.

    Within the base structure, Nathi and Lacertis alike are also working on rediscovering the arts that supposedly allowed the spire to gleam with perpetual light in the times past, a large crystalline bulb on the very top of it receiving most of the attention of the arriving experts. While progress is promising, so far the secret has eluded them... but the reports seem optimistic regarding their ability to eventually restore the glow of the structure.

    As the main spire has received the focus of Hegemony's efforts, the smaller structures near or around it have so far been left by themselves, although the plans to restore them after the grand work is complete are well underway.

    Spoiler: A Light for all Lacertis to share
    Show
    Finally, they had done it.

    The work involved had been grueling, with more than few unfortunate workers suffering injuries or simply dying on the spot as dangerous work to fix the structure of the main spire continued, but few would voice their bitterness as the task was finally complete. Unlike many other grand monuments build by Kar-Nath Hegemony, the rebuilding of the Glow-Spires had not received much in way of ceremony or clout, but its effect on the region had been quite noticeable in other ways. The formerly wary and bitter lizard people had become much more upbeat as coral spires surrounding grand stone towers once again lit their home from above, a piece of ancient heritage restored to new glory clearly giving them back a lost sense of pride. For their part, the Nathi builders simply left once their task was done: asking for applause or reward for fixing something so crucial for people they were supposed to be one nation with would have been quite a faux pass.

    As the rebuilding of the Glow-Spires was finished, the region itself seemed to gradually begin mending itself. Lacertis whom had before been content to work with tents and more meager professions had regained a sense of community and hope for the future, working to properly rebuild old ruins and laying groundwork for entirely new settlements. The local government, a while ago released from their house arrest once their loyalty had been properly tested, was even beginning to advocate their people to join the Legions alongside the Nathi making up the bulk of such...and while it might have been a slow process, Pelegar's road into proper integration was finally opening up in full.

    While there had long been debate regarding the softer methods of the new Frozen King as compared to his more unyeilding predecessor, the reception of this wide campaign of building and unification by means other than military force alone were received well enough across the Hegemony.

    The Lojanese Republic gains +1 to all Sways and Impresses this round, as everyone is talking about Klam’s visit to the Tairlav Palace.

    Mechanics: Klam Kardasean will visit a different World Wonder, Great Work, Great Project, or Monument each turn and leave a Blub review.

    The nation that hosts Klam and her Klamorous followers gains a +1 to all Sways and Impresses the round after she visits. Everyone is talking about you!

    Additionally, all other nations in the same zone as the host or that share a Cultural Exchange or Trade Route with the host may send a character (Klam follower, rival influencer, clueless tourist, aspiring globetrotter, food critic, etc.) to visit the host’s attraction as a non-action. Should a suitable fluff description of the visit be provided, the nation will gain a +1 to a Buyout, Conversion, or Colonization action in the target region or any adjacent region in the following round.

    TEMPERATE
    Spoiler: Crisis in Rilanto Pass
    Show
    The Reavers struck hard and fast, shattering fledgling reefs and bombarding the atolls with screeching devices. Without the purifying effects of the death-eater coral, the narrow band of safe water in the middle of the pass shrinks by the day as the wastes and toxins diffuse across the loose chain of volcanic islands.

    Outside help is needed, yet the central government of Lux-Glossia is unresponsive to desperate calls for aid. The Lux-Glossians of the Fuschia Shade reach out for foreign aid, potentially sacrificing their independence to maintain their home.


    Crisis! Any nation that provides a Trade Post of fertilizer (to aid coral growth), Pure Berries (to fend off encroaching toxins while regrowing), or another suitable resource (with justification) to Rilanto Pass (94) as a non-action during Round 19 or Round 20 will gain a strong claim to the region.

    If no aid is provided, the region will return to Open Waters and become Toxic at the end of Round 20.

    Spoiler: BLP
    Show
    The Black Pearls
    Lady Ink
    Dip: 4, Mil: 6, Eco: 6, Fai: 1, Int: 9
    Treasure: 0, Units: 0

    Intrigue: Undermine support for Costa Sereia among the merchants of Tair (117), 17
    Intrigue: Undermine support for Costa Sereia among the merchants of Ke Yi Ade (127), 12
    Intrigue: Undermine support for Costa Sereia among the merchants of Ektalithiades (113), 15
    Intrigue: Undermine support for Costa Sereia among the merchants of Orope (114), 16

    Annoyance at a competitor has turned into an outright war for survival. The Costa were warned and did not listen. Divid Vermelha pulls in Lady Ink herself, pointing out the critical weaknesses of his former employers.

    Still, there may be an opportunity to avoid conflict. Should the Costa be amenable to limiting where they stick their fins (refrain from further undermining/swaying/impressing the merchants in OKI and SKR), the above actions will be canceled.


    Spy non-action.

    Spoiler: Black Pearls mechanics
    Show
    The Black Pearls survive by controlling mercantile support nodes. Should the Black Pearls ever lose control of their last mercantile support, they will cease to function as an organization.

    A Black Pearls mercantile support node has the following passive effects:

    - Intrigue actions in the region gain an additional +1 bonus if treasure is spent
    - Trade posts in the region do not count towards treasure generation
    - The Black Pearls’ smuggling network satisfies the region’s desired import
    - Any nation may infiltrate spies to any region with a BLP support as a non-action, regardless of distance
    - Any nation may coerce trade posts in regions with a BLP mercantile support

    Spoiler: FIN
    Show
    Region 108 Rebellion - The Finalists
    Finalist Zuberi (Mil 9; Bunker Down tactical doctrine: +1 battles, -20% own casualties, -10% enemy casualties)
    Treasure: 0, Units: 10

    Spoiler: Rebel demands
    Show
    Our demands are threefold:
    - We require three faith actions of aid to rebuild the Final Bunker (Region 108 holy site 1) stronger than it was before
    - We require two trading posts of food, to keep us fed when we retreat to safety and lock away the outside world
    - We require a filtration method to keep the interior waters fresh. Toxic Filtering would suffice, but not Filtration Grafts - everyone knows that such grafting biotechnologies contain the Nacres’ surveillance microchips and all manner of toxic chemicals

    Aid will not be accepted from any country with a reputation of 3 or higher with the Divine Nacres.

    Until our demands are met, we will continue to educate the uninformed of the coming apocalypse.
    - The Finalists will continue to convert holy sites to their cause, spreading beyond regions 107 and 108
    - The Finalists may resort to military force if ignored for too long

    Faith: Convert 109 HS 1 from The Flowing Way to The Final Peace, 15
    Faith: Convert 109 HS 2 to The Final Peace, 15

    The Finalists are not, as a rule, opposed to the free practice of any faith which does not stand in the way of readiness. Indeed, it would be foolish to reject any chance of divine or supernatural aid; all the better that every prayer is uttered and every rite invoked in the face of the oncoming maelstrom. But when the practice of religion, when its pageantries and comforts, distract the mind and deplete the resources of those who would be more well served (and who would more well serve) by practical preparedness? Well, sometimes steps must be taken.

    Military: Attack region 108 to regain control of the Final Bunker. Commit 8 units under the direction of Finalist Zuberi (Mil 9) using the Bunker Down tactical doctrine (+1 battles, -20% own casualties, -10% enemy casualties). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

    Years of supplies and careful construction went into the Final Bunker, the salvation of the Remainder, under our city-reefs in Umbergy. We will not let the Nacres-worshipers steal our only hope for the future!

    Military: Attack region 109. Commit 2 units under the direction of Ultimate Ayomide (Mil 4) using the Unyielding Force tactical doctrine (+20% own casualties, +2 to own battle roll). No distance losses, but suffering a -2 penalty for attacking across a brackish border. Using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and Death Commando Conditioning (+1 Battles).

    The peoples of [region 109] were not prepared for the harbingers of destruction that churned the soils so many years ago. They will not be prepared for us either. We will teach them how to prepare.

    TROPICAL
    Spoiler: UNI
    Show


    The Unity
    Grinmaw the Ruinous
    Dip: 2, Mil: 5, Eco: 4, Fai: 2, Int: 5
    Treasure: 3, Units: 4

    Intrigue: Coerce Region 22 TP 1 (Sandfish) from LSD, 13
    Intrigue: Coerce Region 24 TP 2 (Fibrous Kelp) from LSD, 13

    The Unity hungers. Deep in the Abyss, spilling ever outward, the death-made-life and life-from-death of the Unity stalks ceaselessly. We sainted, damned dead of the seas entire grow ever more encoraled, spreading and swelling, and for this, we require energy.

    The Unity seeks. In ages past, the whalefalls were enough. Sustenance, blessed sustenance, falling to our tomb. We know that sleeping bodies hide sweet things inside. This is no longer enough; our needs have outgrown our resources. We rise from the Abyss, we spread from our waters, and when the hot currents of these warm seas hit our depth-chilled bones, we are hungry, but we’re not cold.

    The Unity feeds. Up here, in the ever-present light, in our ever-growing need, once we crest the ridge, you’re going to have to watch us feed.


    Military: Defend the Abyss (21) with 4 units led by Grinmaw the Ruinous (Mil 5) using the Redglow Resurrection tactical doctrine (+2 battle, -4 own leader loss, +20% own casualties, +10% enemy casualties). No distance penalties. No techs. Spend 1 treasure on the battle.

    Betrayal! Treachery! Let it be known to the civilized nations of the world that the Lambent Syndicate does not keep promises!

    Let it be known that the Unity does not go down without a fight.


    Intrigue: Spark rebellion in the aristocracy of the Crawling Crag (20), 13

    Treachery is not the domain of the Unity, but the Lambent Syndicate deals in it like sand. Even children know that sand can be built into castles, and even a child knows that the lightest whisper of current wears those castles to nothing. Let the edifices wrought of the traitorous aggressor’s sands collapse in on itself, let the fruits of their betrayal rebel against them!

    To say the Unity has something in common with any other race is at once self-evident and absurd. The Unity is built on the very bones of the multitude; the Unity is unlike anything to haunt these waters before. Yet the Revenant Crabs have always held a special, if sometimes tense, relationship with the Unity. Those who deal in skel’ and shell have a breed of kinship. And isn’t it time for both to be free?


    Secret spy non-action. That Which Slithers In Darkness (Int 9) continues to lurk out of sight.

    Attribute increase: +1 Intrigue

    Spoiler: The Pojanese Raiders
    Show
    Region 150 - The Pojanese Raiders

    Military: Continue to “protect” trade caravans passing through Region 147. Nations must pay one treasure to the Raiders as part of any action or non-action which uses a Cultural Exchange or Trade Route which passes through Region 147, otherwise the action will fail. The first treasure the Raiders earn each Round is paid to the owner of Region 150 TP 1. The second treasure the Raiders earn each Round is paid to the owner of Region 150 TP 2. Any additional treasure earned by the Raiders is kept by them. This circumstance will persist until Region 150’s resource is changed or a nation fully settles a colony in Region 147. Note that Trade Routes and Cultural Exchanges always use the shortest possible route, as per the rules under the Blockade section.

    If you look at it right, the Pojanese raiders truly are providing a service. These waters are, after all, said to be occupied by barbaric shark people. If it weren’t for the Raiders generous protection, well, you’ve heard the rumors. And such high-quality protection ain’t cheap.

    Spoiler: Shark Fin Bounty
    Show
    An anonymous individual has placed a bounty on the Shark King’s nomads, for reasons of “making soup.” Curiously, the bounty not only covers the recovered remains of the animal shark mounts, but also their Pojanese riders…

    Offer: The first nation to wipe out at least 3 units of Shark Nomads and leave the fresh corpses at the drop-off point as a non-action (which can be the same round as the battle) will gain an unspecified reward. Should multiple nations attempt to claim the bounty in the same round, the winner will be decided by contested Intrigue roll. This offer may evolve over time or vanish with a 1 round warning.
    Last edited by Aerin; 2023-02-07 at 01:43 PM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  26. - Top - End - #506
    Halfling in the Playground
     
    Autumn Stars's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 19

    Elkelt, Voice of The Second
    Diplomacy - 3 || Military- 8 || Economy - 6 || Faith - 10 || Intrigue - 1

    Actions:
    .
    1: [Military] Defend Artetchhue. [Route Taken: 75, 65, 66, 59, 55.] [Units sent: 10.] [Leader: Sersi The Pale.]
    The Reavers come for Artetchhue, for their friend, the Shoalmind Deep Blue. Despite continuing conflicts, Elkelt still views the Shoalmind as a friend of the Gravetenders. Laksha advises a defense against the raiders, advice which isn't necessary. Elkelt's plans are already in motion, as soon as it's understood that the conflict between their friends of Kar-Nath and the Ennead are cooled for the moment. Every single soldier Sersi has trained arrives in defense of the Artetchhue, the largest army the Gravetenders have ever fielded. Sersi strides at the head of them, fully decked out in her war gear. The Reavers are the only true enemy the Gravetenders have, and they have sworn to guard against them wherever they can.

    2: [Military] Project [3/3]. [Fortifications in the Dead Cities.]
    Fortifications are complete after Sersi leaves, the best of the best who remain continuing her work. Ambush points are dug into the Dead Cities, and the land in-between. No place in the Gravetender Capital will be safe for invaders, soon. Elkelt's pride in their Creator's work, and their own efforts, cannot be understated.

    3: [Military] Raise Unit.
    More soldiers come, upon hearing of the efforts against the reavers. Sersi is not there to train them when they do, but Elkelt proves that they follow in their Creator's footsteps. Their training is no less effective, though it is somewhat more violent.

    4: [Military] Raise Unit.
    Further training is delegated, allowing Elkelt time to work on further plans. Bringing peace to the frozen waters is no easy task, and the bottleneck of their effectiveness is isolated... Sersi's strengths must be made available to every Gravetender.

    5: [Faith] Conversion, Region 54 Holy Site 1. [Success!]

    6: [FAITH] Conversion, Region 54, Holy Site 2. [Success!]

    Non-Actions:


    [The Reef Which Never Falls Silent: Host the Reef In Bloom. Followers of the Blossoming Sequence may attend as a faith action.]
    The Reef in Bloom hosts the surrender of the Draigiau, an affair that the Gravetenders take very seriously. No interference is allowed, despite the obvious discomfort those who stand witness display. Well, obvious by Gravetender standards.

    [Blossoming Icons: Seek Aid on nothing.]
    .

    [Accept Talented Crabs from Seatide via trade route.]

    [Resist anything not coming from Kar-Nath or The Riftborne Myriad.]

    [[Post edited late with permission.]]


    Spoiler: Stat Changes
    Show




    Ruler Stats And Increases:

    Diplomacy - 3
    Military - 8 > 10
    Economy - 6
    Faith - 10
    Intrigue - 1

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available: Military 10, Economy 5, Faith 10
    Special Actions Used: Diplomacy 5, Military 5*3, Economy 5, Faith 5*3, 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 4, Prestige ? (Expected Change: None)

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead
    The Riftlings Many

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 10 (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: 26

    [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]
    [55.1]
    [56.1]
    [56.2]
    [57.1]
    [57.2]
    [58.1]
    [64.1]
    [187.1]

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

    Organized Faith Bonuses
    +1 to Defensive Battles.
    Cultural Identity: Reaver Defense.

    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; 2023-02-05 at 02:29 PM.

  27. - Top - End - #507
    Ettin in the Playground
     
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    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
    Regions: 7, 17, 18, 19, 22, 26
    D: 6
    M: 7
    E: 5
    F: 10
    I: 4

    Actions:
    1) Intrigue: Attempt to mutilate and maim the Scintilating Twin! Drawn to our lands the great resplendent mistress Adiratna herself takes forth Our Holy Radiant Blade and cuts the fell beast! From there it is harangued, bound, skewered, and nailed to the side of our Divine Mother: Radiant Indah herself. Her eternal aura of majesty and power shall burn the wretch forevermore and consign its heresies and sacrileges to eternal damnation.
    2) Intrigue: SECRET
    3) Faith: Impress Clerical Support in Region 2 Senja Bersinar
    4) Faith: Set Holy Site 10 Bonus to Swaying Supports
    5) Economy: Special 5 Establish City in Binar Fajar (Region 7), Indah’s Divine Gate. +1 to Battles.
    6) Economy: Buyout TP 1 Region 19 Coralberries
    Rolls

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

    Attempt to shape our Goddess' influence towards converting to Radiant Indah

    Stats next round
    D: 6
    M: 7
    E: 6
    F: 10
    I: 5

    Spoiler: Book Keeping
    Show

    Regions Owned: 7, 17, 18, 19, 22 and 26

    TPs owned:
    Siren Extract TP 2 and 3 Region 2
    Treasures and Artifacts TP 1 Region 7 (Support)
    Delights of Moonlight TP 1 Region 17
    Jaderock Coral TP 2 Region 21
    Blood Pearls TP 3 Region 26
    Tiny Turtles TP 2 Region 28

    Units Owned: 3/14 Maximum
    Treasure Owned: 3

    Heroes:
    The Hollow Vessel (Beast) 8

    Titan Remains:

    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.
    The Round Table: Any country may sponsor The Round Table for one round as a Diplomacy or Economy action. Once per turn, the owner of the Round Table may pay 3 effective regions of distance to skip to a sponsor's capital for a roll relating to a Titan Hunt or Titan-related investigation and receive +1 to the roll. The owner of The Round Table may not sponsor themself.

    Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
    Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
    Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
    Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.

    Radiant Blade Charges: 0/3

    Miracle Communion:
    Radiant Indah Followers only take 0%/5% additional casualties from losing Maneuvering when one or both sides are attempting to use the Eel to their advantage.
    Radiant Indah Followers are not affected by the increased effective region count for distance losses and distance penalties where the Eel is present or Omnipresent
    Radiant Indah Follower Supports will not become Open in regions where the Eel Without End is omnipresent.
    Radiant Indah Head 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 Radiant Indah Follower’s Trading Posts unless those are the only Trading Posts in the region.
    Radiant Indah Head may use a Faith action to try to direct the path of the Eel Without End each turn.
    Radiant Indah Followers may buyout TP's coerced by The Eel Without End in regions where they have Mercantile Support (or Assistance from another Radiant Indah followers mercantile support) against TN 14

    Giantslayers have +1 Depth access and may go on Titan Hunts and have several additional options relating to characters/the artifacts obtained.

    [Titan Hunt Mechanics]
    A Titan Hunt is a multi-stage process that takes place over several years as the Giantslayer seeks to fulfill their namesake. Each stage requires at least one action and occupies a character (Ruler, General, or Spy), and may have Unexpected Consequences.

    Stage 1: Tracking and Studying
    An Intrigue action may be used to Track a Titan to find a suitable target; high rolls may make it easier to Study and Trap the discovered Titan. An Intrigue action may also be used to Study a Titan to investigate a known Titan's characteristics, behaviors, and other unique traits, which gives more information about the Titan and may reveal weaknesses or other benefits for later stages.

    Stage 2: Pursuit and Trapping
    Once a Titan is discovered, a Military action may be used to either Pursue or Trap the Titan. A successful Pursuit results in a slain Titan and an enormous trophy, allowing the Giantslayer to Harvest Remains, while a successful Trapping will allow the Giantslayer to attempt to Tame the captured Titan.

    Stage 3: Tame Titan or Harvest Remains
    A slain Titan leaves behind Titanic Remains, which may be Harvested with a TN 12 Economy action. A successful roll yields 1 Titanic Remains (2 on a Great Success). More powerful Titans may have greater rewards, and unique Remains may also be possible to acquire from Titans which have already breached [appear in Terror sections and such].

    An attempt may be made to tame a captured Titan with a Faith action. The TN and effects of this depend on the nature of the Titan in question.

    [Using Remains]

    The initial options for utilizing Remains are as follows:
    Display Trophy - Can spend 1 Remains as a Diplomacy action to Exhibit Great Work without the use of a Diplomacy 5. The work type will always be 'Trophy'.
    Auction Relics - Can spend 1 or more Remains as an Economy action to gain 1 Treasure + 3 Treasure per Remains spent. May not be used to exceed the Treasure Cap.
    Prepare Titan-Graft: Can spend 2 Remains as a Faith action to create a Titan-Graft. Grafts cannot be unequipped from a character once equipped, require a non-action to equip to a character, and improve the character in one specific role/capacity. Champions and Trappers cannot receive Grafts.
    Craft Titanic Gear: Can spend 2 Remains as a Military action to create a piece of Titanic Gear. Titanic Gear can only be equipped by Champions, Trappers, or Rulers, grant a bonus in one specific capacity, and may be stolen as an Artifact.
    Dissect Remains: Can spend 2 Remains as an Intrigue actions to uncover new methods of utilizing or dominating Titans, acquiring a Workshop artifact. Remains must be from a Titan of appropriate type for Workshop in question.

    These options may be expanded by acquiring Workshops via the Dissect Remains option.

    [Generals and Spies]
    By virtue of their experience with Titans, Giantslayers have access to specialized vocations for Generals and Spies, as listed below. Each character may only have one vocation.
    Champions:
    A disciplined vocation for Generals, earned by spending a nonaction to undergo specialized training with the Champion’s Lance. Adept at Pursuit, and capable in Trapping.

    When commanding an army, in addition to their personal Tactical Doctrine, Champions have access to a unique Tactical Doctrine, Approach Of The Challenger: On a Tactical Maneuvering victory, a Duel between the Commanders of both sides is rolled, rolling 2d8 plus the commander’s Military score for each. The winner gains a +4 bonus to their battle roll, while the loser suffers a -4 penalty to their leader loss roll; on a tie, both sides instead simply receive a -2 penalty to their leader loss roll.

    The enemy may choose to accept the challenge, in which case they gain a +2 bonus on their Duel roll by fighting on their terms, but their own Tactical Doctrine does not activate, even on a Tactical Maneuvering victory. When controlled by a Giantslayer, each relevant artifact and piece of Titanic Gear the Champion carries gives them a +1 bonus to their Duel roll.

    Approach Of The Challenger may not be Perfected.

    Beasts:
    A primal form for Generals, achieved via spending a nonaction to undergo voluntary or ‘voluntary’ transformation with the Beast’s Collar. Adept in Tracking Titans and capable at Pursuit.

    When commanding an army, in addition to their personal Tactical Doctrine, Beasts have access to an additional, unique Tactical Doctrine, Predatory Privilege: -1 penalty to own Tactical Maneuvering roll per two total Units involved in the battle on both sides. When controlled by a Giantslayer, each relevant artifact or Titan-Graft the Beast has been granted gives +1 to Tactical Maneuvering when attempting to use Predatory Privilege.

    On a Tactical Maneuvering Victory, enemy commander must make their leader loss roll on 1d10 at a -4 penalty; if the enemy commander fails their leader loss roll, they are always killed, never captured. On a Tactical Maneuvering Defeat, the Beast must make their own leader loss roll on 1d10 instead. If a subcommander is killed as a result of Predatory Privilege, their army suffers an additional 10% casualties.

    Predatory Privilege may not be Perfected.

    Trappers:
    An ingenious craft for indirect subterfuge, learned by Spies by spending a nonaction on intensive study of the Trapper’s Net. Ideal for Trapping and capable at Studying Titans.

    A Trapper always counts as conducting Counterespionage in their currently infiltrated country, even if otherwise occupied. Giantslayers are likely to find additional uses for their talents over time.

    Stalkers:
    An artful expertise in hands-on espionage, perfected by Spies through spending a nonaction to spend long hours practicing with the Stalker’s Cloak. Ideal for Studying Titans and capable at Tracking.

    A Stalker may Receive a Report from a country they successfully Infiltrate the same turn the country is being Infiltrated, and without spending additional actions. Giantslayers are likely to find additional uses for their talents over time.

    [Artifact Effects]
    Champion’s Lance - boosts Champions that use it, or bonus to an Impress Aristocracy attempt.
    Beast’s Collar - boosts Beasts that use it, or bonus to a Sack attempt.
    Trapper’s Net - boosts Trappers that use it, or bonus to a Coercion attempt.
    Stalker’s Cloak - boosts Stalkers that use it, or bonus to a Technology theft attempt.
    Last edited by Tychris1; 2023-02-04 at 09:45 PM.
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  28. - Top - End - #508
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    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Nineteen
    No further mechanical edits to action posts may be made
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  29. - Top - End - #509
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    Default Re: Empire 7: Into the Depths IC Thread

    Round Twenty: Begin
    Years 58 - 60

    Round 20 will close on Sunday, February 19th, at 8 AM Pacific Standard Time.

    The following events occurred between Years 55 - 57

    Rules Alerts and Changes!
    Reminders:
    The ABS Rank 2 bonus (+2 to resist Secret Actions) does not apply to Secret Non-Actions. It also does not provide a bonus to performing Counterespionage or Root Out Spies, although it may provide a bonus to resisting such actions.

    Discovery!
    Explorations, prospecting, and other news from afar


    Every surface of the reef in region 33 is coated in shining, shimmering, nacreous abalone shells. Glimmering, iridescent reflections swim alongside the mer adventuring party as they delve deeper into the reef. Fortunately, Lux-Glossians are absolute professionals when it comes to exploration and know better than to camp overnight in strange locales, no matter how alluring.

    This likely saves the lives of the entire expedition.

    When the witching hour rolls around, the heat radiating from the reef is enough to roast every living creature within a mile of the mass of abalone. The few specimens that the group collected reveal the origin of the scalding seas when they simultaneously crack open their shells and spray out boiling hot gametes. Synchronized broadcast spawning, every day in the dead of night. Until the abalone are dealt with, the gorgeous reef will remain out of reach to intrepid settlers.

    The Lux-Glossian Shades explore west of Region 34! They discover Region 33, a Contaminated Depth 0 Toxic Region which has 3 Open TPs of Sweltering Abalone.

    Spoiler: Decontamination
    Show
    While Region 33 remains Contaminated, it does not have Factions, it cannot be conquered, and it counts as two additional regions for distance penalties, including actions taken in the Region.

    The Pretty must Perish: Many consider abalone meat to be a delicacy, and it’s easy enough to collect during the daylight hours when the seas are cool. But gosh, there sure are a lot of abalone. This is going to take a while. Any nation within 4 regions may harvest abalone as a non-action. After 10 such harvests, the region’s resource will change and it will no longer be Contaminated or Toxic.

    The Heat Never Bothered Me Anyway: With extremely heavy-duty insulation, it may be possible to weather the heat overnight by remaining indoors. First, adequate samples would need to be collected and various types of insulation tested for efficacy through a TN 14 Investigation action. Once a suitable insulation material is found, it could be installed in a permanent settlement in the region as a 3 action Military or Economy project. After installation, the region will no longer be Contaminated and the installer will have Colonized (but not settled) the region.

    Pearlescent Patrons: If a country of rank 2 or higher with the Divine Nacres successfully takes a TN 14 Diplomacy action and spends a favor to entreat the DNA to intervene, they may deign to loan out the biotechnology necessary to alter the abalone’s physiology such as to make the creatures less sweltering. After taking a subsequent Economy action to apply the biotech, the region’s resource will change and it will no longer be Contaminated or Toxic.

    The Peacekeepers never know what exactly to expect when sending Rahaa out to faraway seas. But given the brackish, shallowing waters along the northernmost charts of Jyorjyuh, they had something of an expectation this time around. And, indeed, the waters remained salty and shallow, with the surface visible to the naked eye no matter how deep one went. This, of course, meant a relative lack of vertical space, so even the sparse native population was easily noticed when the Rahaa made their advances through the area. Without encountering any real trouble, the satisfied adventuring party returned home to Rahakera to report their findings to the Third Voice.
    The Peacekeepers of Surunung explore north of Region 159! They discover Region 193, a Depth 0 Brackish Region which has 2 Open TPs of Bertuaga Kelpweavers, a Desired Import of Heat Sources, 2 units of native defenders, 1 Holy Site of Infinite Connections, and 1 Holy Site of Webweaver’s Bane.

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

    The Shifting Ennead colonizes region 185! It gains a desired import of Exotic Goods, and SEN may take a Prospect action in the region as a non-action during round 20. EDIT: Region 185 gains one holy site following the Eternal Communion!

    The Gotezhar Builder’s Union presses its claim to region 140! EDIT: GTZ gains one unit!

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

    A hub of commerce and trade in the Tropical region opens and nations from around the world send representatives to mingle and trade. With just a short swim one can see Magaramachi mercenaries, Cyphri fossils and trade goods from the Lambent Syndicate plus visitors from the World Garden and the Shark People. It’s noted that the merchants of the Lambent Syndicate do fantastic business and substantial amounts of currency flow from the Miru Miru to them. When all the reading has died down, many are leaving with not only new coins but also new knowledge.

    Spoiler: Technology Changes
    Show
    MGM gain
    - Bioluminescent Navigation and Photosphere Signaling from the Miru Miru
    - EDIT: Composite Grafting and Filtration Grafts from the Kar-Nath Hegemony
    KNH gain
    - Mamomachines and Oxygenating Implantations technologies from the Miru Miru
    - EDIT: Crimson Cuirasses and Death Commando Conditioning from the Lambent Syndicate
    - Blood Algae and Battlefield Scavengers from the Magaramachi
    - Megafauna Caravans from the Seatide Confederacy
    CYP gain
    - Oxygenating Implantations from the Splendid Miru Miru
    - Megafauna Caravans from the Seatide Confederacy
    MIR gain
    - Reanimation Colonies from the Cyphiri Union
    - Megafauna Caravans from the Seatide Confederacy
    - Joint-Stalk Companies and Electrodialytic Staurozoa from the Kar Nath Hegemony
    - Blood Algae from the Magaramachi
    LSD gain
    - Joint-Stalk Companies from the Kar Nath Hegemony
    - 2 treasure from the Splendid Miru Miru
    STC gain
    - Oxygenating Implantations from the Miru Miru
    - Joint-Stalk Companies from the Kar Nath Hegemony
    GTZ gain
    - Megafauna Caravans from the Seatide Confederacy
    - Oxygenating Implantations from the Splendid Miru Miru
    SUR gain
    EDIT: - Oxygenating Implantations from the Splendid Miru Miru

    Kenaqua, the Cyphiri Union, and Deep Blue join the Polar-Confederate International Bank!

    HEX establishes a cultural exchange with DPB!

    The Ennead return Aelwyd Alferiad to the Dragiau, along with Three Claws and 80% of the prisoners!

    The Draigiau Residuum vassalizes to the Shifting Ennead!

    The Eternal Spring gains a Claim to region 47!

    The World Garden provides Liming Snails (115 TP 1) as Death-eater Coral fertilizer to the Fuschia Shade of Rilanto Pass. SKR gains a strong Claim to Rilanto Pass (94), and the TP is returned to Open!

    Time passes, and memories of Otters and Walruses fade … Supports and TPs held by MHR are returned to Open.

    CYP sways 126 Aristocracy!
    SKR impresses 108 Aristocracy!
    SUR sways 159 Aristocracy!

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    MIR researches a new technology: Oxygenating Implantations! Prerequisites: Composite Grafting, Bioluminescent Navigation, vegetation or other photosynthetic organism. Effect: Allows traversal of Depth 2 regions. The darkness, desolation, and dread of the depths deadens daring and deepens despair! It might sting a bit at first, but when you’re down here, the microorganisms implanted into your gills sure seem like a breath of fresh air!

    Never before have goods been transported with such ease over such distances by such creatures! Yet again, the Pepsin people have proven their genius! STC researches a new technology: Megafaunal Caravans! Effect: Reduce distance penalties by 1 for Economy actions. Requires: Megafauna Tailoring, food.

    LIT establishes a city, Indah’s Divine Gate, in region 7, providing a +1 to battles!

    Thinkers, philosophers, engineers: truly the achievements of the Magaramachi are unmatched! In the latest innovation from this ever-rich font of brainfulness, IT DOESN’T HAVE A NAME IT’S JUST A BUNCH OF ALGAE debuts as the cutting edge in specialized ship technology.

    After years of careful cultivation, the Kar-Nath Hegemony successfully cultivates a new source of Talented Crabs in Pelegar. Region 65 gains a second Trade Post of Talented Crabs!

    The Pojanese Raiders pay a treasure to the Splendid Miru Miru.

    MIR buys out 158 TP 1 for Hardbell Jellyfish!
    EDIT: MIR buys out W35 TP 1 2 for Titanic Rune-Carved Skeletons!
    ESP buys out 61 TP 2 for Burrowing Glacier Shrimp!
    KNH buys out 53 TP 1 for Maltreed!
    EDIT: KNH buys out 62 TP 1 for Spices Adhesive Urchins!
    CYP buys out 140 TP 1 for Scouring Serum!
    STC buys out 185 TP 2 for Crafter’s Coral!
    STC buys out 179 TP 2 for Wetherwisps!
    PGL buys out 108 TP 2 for Mud Diamonds!
    LIT buys out 19 TP 1 for Coralberries!

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

    The Lighthouse sets the size 2 bonus of Radiant Indah to Swaying supports!

    OKI impresses the Clergy in region 113!
    LIT impresses the Clergy in region 2!

    RFT converts 67 HS 1 to the Eternal Communion!
    RFT converts 71 HS 1 from Wings of the World to the Eternal Communion
    RFT converts 71 HS 3 from Wings of the World to the Eternal Communion
    RFT converts 70 HS 1 from Wings of the World to the Eternal Communion
    RFT converts 61 HS 3 to the Eternal Communion using the Boring Doctrine!
    OKI converts 112 HS 1 from the Final Peace to the Flowing Way!
    OKI converts 126 HS 2 from the Thirsting Tenets to the Flowing Way!
    OKI converts 114 HS 2 to the Flowing Way!
    PGL converts 131 HS 1 to Sakurado!
    COS converts 103 HS 2 to Brilhinte!
    COS converts 137 HS 2 to Brilhinte!
    GRV converts 84 HS 1 to the Blossoming Sequence!
    GRV converts 84 HS 2 to the Blossoming Sequence!
    KEN converts 53 HS 1 to the Shroud!
    FIN converts 109 HS 1 to the Final Peace from the Flowing Way!
    FIN converts 109 HS 2 to the Final Peace!
    The Astral Menagerie converts 104 HS 2 from Sakurado to Shimmers of Unseen Bane.
    The Astral Menagerie converts 59 HS 2 from the Eternal Communion to Shimmers of Unseen Bane.

    Anyway, here’s
    Miracles and inventions, ancient relics and spectacular undertakings

    The Rebelborn Myriad perform a Miracle, the Wonderwall!
    Expelled from all their lands, inserting themselves into those of others, the Rebelborn Myriad have seemed in no hurry to claim any more of the sea floor. Indeed, they have claimed nothing but outrage, their works focused against the dragon and his minions. Nowhere in the polar seas have they been truly absent, but as the years grow ripe and begin to rot, something changes. Suddenly, from all of the seas, the Myriad gather, clustering in the Separatum Holdings and buffeted by the winds of the Mother’s Wrath. Worms bind themselves around claws, Carstalts hold neighbors like mates, and soon the ever-buzzing cloud of Riftling Polyps descends. This plague of bodies clambers onto, crawls over, slouches across, oozes upon the old wall between the Dead Seas and the Holdings, erected in a time of isolation and fear. Not even the Myriad are enough to coat it entire, and in the end, there is far more wall than vermin. But they are enough. With an enormous, silent, seismic shift, the wall quivers in its moorings and shifts, falling slowly, awfully southwards. Above, the surface waters push out, rush in to fill the space, and flow back out again in a terrible tidal wave, the snow-scoured toxic blast above the ice scraped bare and smooth. Below, a darkness descends over the great pit, and the True Deep grows yet darker.

    And then.

    The Mother, in remembrance of her children, breathes hard and true. The wall is caught, seizes, and begins to rise. She soon sits barely below the waters, iridescent gray in the light of the burning heavens.
    Spoiler: Ascension of the Myriad
    Show
    This miracle raises the Unbreakable Wall built by the Riftlings as their first miracle to create a new region, the Wonderwall. The Wonderwall (region 194) floats above region 60, with mechanically coterminous borders. As part of this miracle, the Wonderwall gains a Clerical faction supporting RFT, an Open Aristocratic faction, an Open Mercantile faction, 1 Open Trade Post of Polyp Carcasses, a desired import of Living Beings, and 1 Eternal Communion Holy Site.

    This new region is not stationary, but rather proceeds steadily towards the Maw, changing its effective location by one region per round. It travels northwest toward the Maw, spending 2 rounds crossing the Waste in between Region 72 and the Abyss (21). Upon reaching the Maw, it spends one round above, before descending into the depths.

    Like the Wall before it, the new region is indestructible, but the same cannot be said for those upon it. This region protects its coterminous region from Reaver attacks.

    As part of this miracle, the Riftborn occupy this new region as their capital. In Round 21, the Wonderwall will hover over Separatum Corporate Holdings (59).

    DPB performs a miracle: Deus est Machina! M I R A C L E . . . L O A D I N G . . .

    The Draigiau create an Artifact, the Sgimiwr Cyflym! Effect: +1 to Maneuvering and -2 to effective region count for Distance Losses, once per round

    In a show of unprecedented and unexpected coordination, the Magaramachi under Basically-A-Kraken complete the Mercenary Halls, which stand as an open invitation to anyone foolish brave foolish enough to pay a visit!

    Can’t go over it! Can’t go under it! We gotta go through it! The Cyphiri Union begins the Carr-Narin tunnels, a three-part four-stage great project!

    Secrets and psych-outs? A mysterious project, the Psychologue, is brought two steps and 40% towards its completion by the World Garden.

    Kenaqua’s leader, R. Blacktide, commissions additional runic lighting to the already-complete Linking Arch, which connects the region’s two disparate population centers across ever-present storms. The Arches are done now, they promise! [3/5]

    Extravagance! Decadence! Luxury! No one knows what the Miru-Miru plan, but the foundations are laid near the Golden City for a project of Wondrous scale! MIR begins a World Wonder in region 153!

    With Sersi away to defend against the Reavers, Elkelt sees the fortification of the Dead Cities past the finish line!

    Spoiler: The Astral Menagerie wanders
    Show
    PGL gains 4 treasure from the Banished Merchants as they leave.

    LOL is visited by the Banished Merchants.

    HEX is visited by the Kelpie.

    ESP is visited by the Mare, the Withering Everlight, and the mimic!Everlight. The Mare will attempt to convert 66 HS 1 and 61 HS 2 to Shimmers of Unseen Bane this round. These 3 members will remain for 3 rounds, leaving ESP at the start of round 23.

    The ruler of the Lighthouse, Resplendent Mistress Adiratna herself, picks up a blade and pins the Scintillating twin to the Eel Without End as it slithers through Budak Perak (18). The Skewered twin is visibly fried, yet continues to affect its surroundings even through the Eel’s omnipresent aura. As the Eel moves inexorably onward, so too does the twin.

    The Skewered twin amplifies the Eel’s mind-warping aura. Each round it makes a conversion attempt in its current region with a bonus of +8 to Radiant Indah.

    Lojan (region 9) is visited by the Skewered twin, which will attempt to convert HS 1 at the end of the round.

    MIR is visited by the scintillating Twin.

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

    The Sakura-Jin raise a Fortress in the shoals of Umbergy! The Eternal Spire is erected in region 108!

    The Peacekeepers of Surunung recruit a General: Geldang Kuasa (Mil 8, Spears of Menar Tactical Doctrine: +3 battles, -30% own casualties, -40% enemy casualties, +12 enemy leader loss)!

    Spoiler: KNH invasion of Region 53
    Show
    4 Kar-Nath units led by General Kreel (Mil 10 with a Mil 9 ruler) invade region 53 using the Sus I Bik'ah artifact and attempting the March of the Conqueror. They are met by 2 native units attempting to Skirmish.

    The Kar-Nath Hegemony win Tactical Maneuvering, successfully using March of the Conqueror (+1 to battle, +10% own casualties, Free Sway Aristocracy attempt on win)

    Despite losing some troops to the long march here, the Hegemony's troops still outnumber their opponents and are able to negate the opposing commander's attempt to leverage his greater knowledge of the terrain into a series of skirmishing attempts. The armies of the Kar-Nath Hegemony look like winners as they line up for battle and there are already those in the local aristocracy that are ready to defect. This is stopped, or at least delayed, when the native commander quickly and competently explains his plan of battle and for a moment it looks like it will succeed. However, late arriving Hegemony troops - thought lost to the dangers of the voyage but in fact just arriving late - reach the field at a crucial moment and the sudden reinforcements win the day for the Hegemony. In the celebrations it is a moment before any thinks to ask - where is General Kreel?

    KNH Victory! KNH capture region 53. 3 KNH Units lost! 1 Native Unit lost! General Kreel is killed! The Sus I Bik’ah Lost! EDIT: KNH Sways the Aristocracy of region 53!


    Spoiler: LSD invasion of the Abyss (21)
    Show
    12 Lambent Syndicate units led by Netra the Rubicund Fist (Mil 8 with a Mil 10 ruler) swarm over the borders into region 21 supported by conditioned Death Commandos and the Crimson Cuirass and attempting to use Victory is Life. They are met by 4 units led by Grinmaw the Ruinous (Mil 5) himself attempting to use Redglow Resurrection.

    The Lambent Syndicate win Tactical Maneuvering, successfully using Victory is Life (+2 Battles, +10% own casualties, +10% opponent casualties)

    The Lambent Syndicate's overwhelming numerical superiority might have been thought to make this a foregone conclusion but Grinmaw puts up a stiffer resistance than anyone could have expected, aware he was fighting for his own existence and that of his race. The coral creatures fight bravely but one by one are either dragged down by the weight of enemy numbers or fall to the battle prowess of a siren. Unfortunately, the independent nature of the Sirens does work against them at one point, one Netra the Rubicund Fist is surrounded and in need of aid, none come to it and at the end when the forces of the Lambent Syndicate break the last defenders and stand unopposed before the abyss itself, Netra is not amongst them.

    LSD Victory! LSD Capture the Abyss (region 21)! 5 LSD Units lost! 2 UNI units lost! Netra is killed!


    Spoiler: FIN invasion of Umbergy (108)
    Show
    The Finalists invade Umbergy with 2 8 units under the direction of Finalist Zuberi (Mil 9) himself supported by Blood Algae and Death Commando Conditioning and attempting to make up for the Brackish border they must cross by using Bunker Down. They are met by 5 Pfilghol units led by Gtsit (Mil 8 with a Mil 8 leader) using Magma Forged weapons and attempting to use the Sea's Doctrine supported by 5 World Garden units.

    Pfilghol win Tactical Maneuvering, successfully using Sea's Opportunity (Enemy takes double battle penalties from terrain, +1 battle from perfection)

    The Final Bunker is essential to the Finalists and they commit heavily to retaking it with Zuberi leading the attack from the front. The World Garden quickly and happily gives overall control of the defence to Gtsit and he arranges the coalition's troops to take best advantage of the surrounding terrain. The Finalist victory is elusive, though, with Gtsit's mastery of the battlefield meaning he can channel his larger forces effectively, making the battle into a series of one sided routs against isolated Finalist forces. They suffer heavy casualties time and time again. When Zuberi goes down, even the need to reclaim the bunker can't keep the remaining rebels on the field.

    PGL and SKR Victory! SKR keep region 108! 5 FIN Units lost! 1 PGL unit lost! 1 SKR unit lost! Zuberi is killed!


    Spoiler: FIN invasion of Region 109
    Show
    Concurrent with their attack on the Final Bunker, the Finalists launch a distraction attack in region 109 using 2 units under the direction of Ultimate Ayomide (Mil 4 with a Mil 9 ruler) using Blood Algae and Death Commando Conditioning and attempting to make up for the Brackish border they must cross by using Unyielding Force. A lone unit of natives stands against them preparing to Skirmish to defend their homes.

    The Finalists win Tactical Maneuvering, successfully using Unyielding Force(+20% own casualties, +2 to own battle roll)

    If only the Finalists fortunes had been switched. While the battle wasn't unimportant to them, they would have happily switched the rout they inflict on the natives with the loss they suffered at the Final Bunker. The natives were not expecting the attack and the Finalist's two to one advantage of numbers sends half the natives fleeing the field before battle is even joined, meaning Ultimate Ayomide can mop up the remainder with few problems. Annoyingly a small group defending the native commander takes advantage of a kelp forest to use hit and run tactics and inflict some casualties but when the last of these, the commander himself, are cut down the field belongs to the Finalists.

    FIN Victory! FIN gain region 109! 1 FIN unit lost! 1 native unit lost! Native Commander Killed!


    Spoiler: OKI invasion of the Glossian Sea (135)
    Show
    Swarming across the borders of the Glossian Sea, the forces of Dame Commander MacAilpein meet no organized resistance in the outer counties. Instead, desperate bandits spring up to challenge their passage through the wilds, only to be unceremoniously cut down by the honed edge of Middish Chivalry. Enclaves of local Shades are quick to offer the oncoming army both supplies and intelligence, each with a story of futile brutality on the part of the Eternal Mistress' forces before their sudden disappearance mere weeks earlier. Though hope is in ample supply, every advance of the knights comes with a warning - Taman's last stand awaits in Leriander. As if to accentuate this looming doom, the light of the Mirrored Aurora grows chaotic and clouded, its bright hues overshadowed by a grim scarlet hue. The beasts of the Glossian Sea seem moved to madness by close proximity to the light, a lesson that costs the knights some good middish before their sentries are tripled. At last, with a battle hymn ringing along their lines, the stalwart liberators crest the rise overlooking Leriander.

    They are met with silence.

    At first, the city appears wholly deserted, with cautious scouts reporting no sign of enemy forces or civilians. It is only after the outer districts have been secured that the people begin to emerge from hidden bolt holes, each with a story of a friend or family member disappeared by the Eternal Mistress' death squads. A ragged cheer goes up across the city as the Dame Commander leads the final charge against the gates of the Conclave, bursting through the unlocked doors with all the fury of a rip tide. But once more, the knights' fury finds no purchase, as the edifice to democracy turned palace is uninhabited. The mystery unnerves some of the younger knights, whispers of curses and deadly ambush begin to circulate through the ranks, and it is only with a scouting expedition to the Aurora pillar that the situation clarifies. For floating in the beam of glorious light, surrounded by a cloud of her own blood, is the Eternal Mistress. Or at least her body. Head, neck, and spine have clearly been hacked apart and violently removed, leaving her remains a twitching, horrific ruin. Of the Death Commando there is no sign. The Glossian Sea is free.

    OKI gains control of 135!


    Spoiler: PGL invasion of Narcis’s Rest (173)
    Show
    Uncontested. PGL gains control of 173!


    Spoiler: GTZ invasion of the Greenwater (141)
    Show
    Uncontested. GTZ gains control of 141!


    Spoiler: MIR invasion of Region 152
    Show
    Uncontested. MIR gains control of 152!


    Spoiler: SEN invasion of Region 186
    Show
    Uncontested. SEN loses 1 unit to distance losses! SEN gains control of 186!


    With the struggling Fuschia Shade of Rilanto Pass as the only Lux-Glossian settlement to (temporarily) retain independence, the Lux-Glossian Shades collapse as a nation!

    Schemes!
    Coercion, betrayals, and spycraft

    COS investigates the ancient Brilhinte worship sites
    What secrets hold the Deep? An entire temple-city devoted to the Seven Divines, according to the scholars and priests of Brilhinte. This hypothesized lost shrine was not a monument to a mysterious Eighth Divine, as some amongst the ideology have proposed, but rather a devotion to the synthesis of all Seven Divine aspects of Creation. Careful analysis of mysteries past points to a geographic origin in the south, below the Temple of Jurxo. Written descriptions of the lost temple mention a pressure-resistant dome and substantial internal gardens; it’s possible it may still be occupied by descendents of survivors of the downfall.

    CRY investigates what has disturbed the Ice Tyrants
    As every young Cryptid knows, the Ice Tyrants are vast reptilian creatures that lurk in the depths of Cryptoclysus and endlessly thirst for Cryptid blood. Everyone has heard the unforgettable saga of Twilight of The Serpent King, where a plucky new pod must cross fang and flipper with the largest Ice Tyrant ever known, swallowing entire pods with a single gulp. While none so large as The Serpent King have been spotted, Ice Tyrant attacks have become increasingly common in recent years. Some have begun to suspect that something (or someone?) is deliberately agitating them. Trackers have traced the trails of intruders in Cryptid waters to the south, but have lost the scent over the Depths of region 82 …

    COS undermines the Mercantile Support in region 120 from BLP!

    BLP undermines the Mercantile Support in region 117 from COS!

    ESP coerces 49 TP 1 for Ivory Legionnaires!

    Terror!
    Violence, upheaval, murder, and destruction

    Disease wipes out the Collegium of St. Egnatia, targeting not only the resident scholars but decaying the very material upon which they store their precious texts. The symptoms of the outbreak bear a strong resemblance to the effects of illegal bioweapons long-since banned in temperate waters. The DNA base in Dashasham (119) is destroyed!

    The Augurs of the Seatide Confederacy do not always know why the shifting colors and swirls of the Tideglobe recommend certain courses of action, but they know from experience to always heed the warning. Several experts in holographic shipping labeling are sent to the branch of the Undersea Package Senders, headquartered in Deepdrift, to reorganize the agency’s library of tracking receipts and warehouse inventory records. None can say what would have happened without the experts’ help, but packages continue to flow through Deepdrift.

    The Polar-Dogmatists ride rampant and unchecked across New Korasoon, devastating its trade! By the time they are driven off, scraps of Sugarweed float on the tides and the whole region smells vaguely sweet. The Pojanese Nomads sack both TPs for Sugarweed in region 174!

    The Tropical-Brain Eaters of the Pojanese Nomads thirst for jellies! They take heartily and, hunger piqued, ravenously ride for more! The Pojanese Nomads sack and destroy TP 2 for Hardbell Jellyfish in region 158!

    The Tropical-Marrow Feeders of the Pojanese nomads know that the greatest marrow is arachnomarrow! The Pojanese Nomads sack TP 1 in 147 for Driftnest Spiders!

    PGL executes War-Tamer Glokilgt!

    It would be a lie to say that the world watches the final moments of Basically-A-Kraken with intense anticipation of his imminent triumph. No, the world watches with underwater popcorn at fin in intense anticipation of imminent entertainment. Yet another ruler fried attempting to consume the greatest leviathan in the tropics (to the best of our knowledge). Will the Magaramachi ever learn? It is not until months later that Basically-A-Kraken’s impact on the slow-moving behemoth is revealed. The broiled body of the late ruler is clamped tight on the Eel’s left eye. The Titan, favoring its undistorted right eye, now slithers in a noticeable rightward curve (x1.5 weight for paths to the right).

    The Eel's head proceeds through the Magaramachi Salination (10), Selach (6), and Nguurhain Polanau (5).
    EDIT: The Eel's tail proceeds through Shu'aaz Sho (8), Budak Perak (18), and the Dunes of Revelation (17).

    The Eel coerces region 10 TP 1 for Magaramachi Rippers.
    The Eel coerces region 5 TP 2 for Waveweed Root.
    Region 5 HS 2 is converted to Wings of the World.
    Region 6 HS 1 and HS 2 are converted to Radiant Indah.
    EDIT: Region 18 TP 2 (Galena) is returned to Open!
    EDIT: Region 17 TP 3 (Delights of Moonlight) is returned to Open!


    Spoiler: Eel Mechanics
    Show
    The Head:
    - The Eel Without End moves three regions each turn, as determined by three separate weighted rolls using the weights below.
    - Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
    Base Weight: 1
    - Region is the immediately previous location of Eel Without End head: Weight x0
    - Eel Without End already present in region: Weight x0.5
    - Eel Without End already omnipresent in region: Weight x0
    - Roughs or Shallows border between current and neighboring region: Weight x0.5
    - Toxic border between current and neighboring region: Weight x0.25
    - Glacial border between current and neighboring region: Weight x0.25
    - Colder climate (too far from the Maw): Weight x0.25
    - Sufficient effort to tempt the Eel into this specific region has been made: Weight x3
    - Towards target from Faith action from Radiant Indah head: Weight x3
    - Rightward lean: Weight x1.5

    Present:
    - Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
    - Regions where the Eel Without End is present count as 1 additional region for the purposes of distance losses and distance penalties.
    - The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.

    Omnipresent:
    - If the Eel Without End enters a region it is already present in, it becomes omnipresent.
    - Regions where the Eel Without End is omnipresent count as 3 additional regions for the purposes of distance losses and distance penalties (this replaces and does not stack with the previous region increase).
    - The intense and prolonged exposure to the energy of the Eel Without End results in strange effects on the behavior of both wildlife and local populations when omnipresent:
    - When the Eel Without End enters a region for the second time, it will attempt to Convert 2 random holy Sites in the region to a different religion, determined semi-randomly.
    - Regions where the Eel Without End is omnipresent may sometimes present an opportunity to be Prospected, and controlled, Unruly, or Rebellious Supports may become Open.

    Labyrinthine:
    - When the Eel Without End enters a region for the third time, it suffers deleterious effects which may threaten the life of the Eel. Perhaps it ties itself in knots. Perhaps it eats its own tail. Perhaps it retreats to the depths, confused and befuddled by its own aura. No one can say until it happens.

    The Tail:
    - When the Eel’s tail passes through a region, there is a chance that trading posts formerly coerced by the Eel are destroyed by arcing electricity.
    - The sparking voltage amplifies the sound of the Eel’s perpetual HUM. Conversions targeting regions through which the Eel’s tail has passed benefit from this befuddlement, gaining +2 for a single round.
    - When the tail passes through a region where the Eel is Omnipresent, mass-confusion may render foes to be friends and annul allegiances. Two random supports swap ownership status.

    The rebelling Finalists of Umbergy attempt to sway the Clergy in region 107 to their cause, but fail! With the Finalists having failed to retake Umbergy, even those they can manage to convert think that preparation against the impending apocalypse is futile.

    Discontent continues to grow in the Crawling Crags (20), Kemenangan Adiratna (28), Raconensae (73), and the Marble Kingdom (187), but it does not yet spill over into outright violence.

    The unruly Aristocracy of 20 fail to undermine the Merchants from UNI.
    The unruly Clergy of 28 fail to undermine the Aristocracy from LSD.
    The unruly Merchants of 73 fail to undermine the Aristocracy from SEN.

    Lack of interest or respect for the unique needs and local customs throughout the seas begins to grate on the unwritten peoples who must survive such neglect.
    Region 104 Aristocracy becomes Unruly!
    Region 112 Clergy becomes Unruly!


    The following regions must have region write-ups submitted by the start of Round 21 or suffer Unrest:
    12 (LOL), 13 (LOL), 15 (LOL), 62 (KNH), 104 (PGL), 112 (OKI), 115 (OKI)

    As bureaucracy breaks down as important documents are lost or improperly filed, the peoples of some seas begin to wonder if there might be better custodians of their daily business.
    Region 76 Clergy grumbles, but refrains from unruliness!
    Region 81 Merchants grumble, but refrain from unruliness!
    Region 105 Clergy grumble, but refrain from unruliness!
    Region 176 Merchants become Unruly!


    The following regions must have region write-ups present in the Waters of the World thread by the start of Round 21 or suffer Unrest:
    5 (LOL), 76 (GRV), 81 (GRV), 105 (PGL), 123 (OKI), 176 (OKI)

    The Banished Merchants strip bare the seas of the Pfithreef as they leave, causing discontent with the Pfith leadership. The Clergy in region 132 becomes Open!

    The definition of a luxury good may change from sea to sea, but the repercussions of a perpetually unsatisfying existence do not.
    The Magaramachi of the Bloodripper Lands are no longer satisfied with waiting for the currents to bring them curiosities to hoard. They demand Esoterica. Now. The Merchants of region 154 become Unruly!

    Having never recovered from Reaver raids in years prior, order in some areas begins to break down, and respect is lost for those they once pledged loyalty to.
    Region 28 Aristocracy becomes Open!
    Region 101 Aristocracy grumbles, but continues to support CYP!


    The following Reaved regions will deteriorate at the end of round 20: 14, 17, 28, 101
    The following Reaved regions will deteriorate at the end of round 21: 56, 94, 141, 167

    Reavers fail to raid the region 55 Merchants!
    Reavers decimate the region 9 Merchants!
    Reavers decimate the region 131 Merchants! TP 2 for Kelp is destroyed!
    Reavers decimate the region 49 Clergy! HS 2 of the Eternal Communion is destroyed!
    Reavers decimate the region 3 Aristocracy!
    Reavers decimate the region 107 Clergy! HS 1 of the Final Peace is destroyed as was prophesied!

    Spoiler: GRV and STC defense of 55
    Show
    The waters of Artetchhue are quiet, and then they aren't. The gentle pops of Orquiq exploding in the distance are immediately and violently eclipsed by a screeching, shrieking clamor as blindingly bright flashing capsules plummet through the depths. The searing light makes it impossible to distinguish the exact nature and number of the Reaving posse, although the strangely altered forms of the Reavers are now at least adequately familiar to the combined forces of the Gravetenders and the Seatide Confederacy after the results of Costa Sereia's investigation of the captured skimmercraft in Aelwyd Adferiad.

    The raiding party strikes impossibly fast and focused on the slow-moving Chelonian hunters. They begin by launching weighted nets at the bewildered Ortel. The few turtles quick enough to think to apply their sharp teeth are visibly stunned by the 'eel-nets' and easily dragged to the surface.

    As the defending forces under Sersi rally enough to mount a counterattack, the Reavers seem to realize the depth of their mistake. This is no easy target. Artetchhue is defended.

    Several enwrapped turtles are abandoned as the invaders swap tactics, deploying wide-reaching netting that shreds through flesh and ensnares bone and limb. Casualties mount on both sides as the raiders retreat, sometimes using their own eel-nets to pull wounded and deceased companions from the clutches of the defenders.

    After the last of the screechstrobes explode into volatile and worthless scraps of metal, Artetchhue is quiet once more. There are a few less Ortel, but the herring swarm above as they ever have and the Orquiq explode as they ever have. On the seafloor, multiple types of discarded nets, screechstrobe remains, shredded bits of viscera, the wounded, the fallen, and … a Mer (?) with one cybernetic fin, one large claw, and a variety of tattoos struggles, submerged to the armpits in the Bare Trap’s sandy pit.

    Organizations!

    Titles and Title Upgrades:
    Pfilghol attempts to refine their Core Fragment in the Toxfall Gorge (105). More results with Org actions
    The Eternal Spring completes an Industrial Research project and gains a Mantlecracker technology! More results with Org actions

    Reputation:
    STC spends a favor to raise rep with the Abyssal Stewards (Rep 0 🡒 1, Favors 1 🡒 0)
    DPB spends a favor to raise rep with the Divine Nacres (Rep 2 🡒 3, Favors 2 🡒 1)
    MGM spends a favor to raise rep with the Abyssal Stewards (Rep 0 🡒 1, Favors 1 🡒 0)

    Favors:
    MGM and SEN contribute fluff to A Titan-Sized Damage Report, gaining +1 ABS favor (MGM 🡒 1, SEN 🡒 2)
    MGM contributes an action to A Titan-Sized Damage Report, gaining +1 ABS favor (1 🡒 2)
    ESP contributes fluff to Waste Not, Want Not, gaining +1 CCA favor (1 🡒 2)
    HEX contributes 2 actions to Waste Not, Want Not, gaining +2 CCA favors (3 🡒 5, this is 2 above the limit! More to come with Org actions)

    Prestige:
    A monument to mourning, a vessel of sorrows, a shattering past but not gone; the Broken Shell stands proud as a monument of Hope in Tair. SKR gains 1 prestige, rising to rank 2!

    The Splendid Miru-Miru prove splendid hosts, and the esteemed and lauded of the world descend upon Kanapa to see the jewel of the Golden City! MIR gains 3 prestige, maintaining rank 4!

    After the difficulties of recent years, it is rejuvenating to see the central hall of the Orders resplendent and glorious! The Order of Orders completes the Forum Comitium Univeralis! OKI gains 1 prestige, gaining a partial prestige at rank 3!

    STC exhibits the Banner of Odyssey in Deepdrift, gaining 1 partial prestige (rank 2) through A Grand Exhibition for having the best display this round!

    The Peacekeepers of Surunung fall to rank 1.

    DRG signs a PRS treaty promising non-intervention in Ennead territories!

    Other:
    The Hymenocera Expanse assists the Abyssal Stewards in creating the Ashan Nachal (Ventroots) in region 192. Region 192 is no longer Contaminated and gains 1 TP of Perilous Soot!

    On the other side of the world, waters grow murky in the wake of progress. As the Titan of Industry in Verja (61) builds a Dump Site to more efficiently allocate the waste products of industrial-scale manufacturing, the neighboring Region 54 becomes Polluted!
    Spoiler: Pollution mechanics (Titan of Industry)
    Show
    Polluted borders cost an additional region to cross for the purpose of Distance losses (with attendant effects on distance penalties), and each Polluted region crossed adds a flat -1 penalty to action rolls, which is not reduced by distance penalty reductions.

    Capitalism’s influence waxes in Verja as it wanes in Bastion. Thanks to the combined effects Kelusyn’s Disruptor and the Safety Net, the Blossoming Icons are no longer PROSPEROUS.
    Last edited by Aerin; 2023-02-12 at 01:15 AM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  30. - Top - End - #510
    Barbarian in the Playground
     
    PirateWench

    Join Date
    Jun 2016

    Default Re: Empire 7: Into the Depths IC Thread

    Tropical, Region 10, 154

    Ruler: Extensive-Colossal-OneMillion
    D 2; M 6 ; E 6 ; F 3; I 3
    rolls(+1 to M and E for new ruler, +1 to same from last turn)

    Region 10 Actions (3)
    1)Miltary Sack TP 1 in region 154 (roll 11)

    2)Military
    Defend region 154 with four units under the command of Not-Just-My-Brain-Thats-Big (Mil 3 subcommander) using Blood Algae (+20% enemy casualties, +10% own casualties in depth 0 regions) and using the Eel for Tactical Manouvering (Unyielding Force).

    The minimum operational unit of the Magaramachi army is the entire Magaramachi army - the only alternative is having a pre-battle battle to make sure the ones you don't want don't just come anyway. If someone big enough to impose their will is present then maybe, maybe, a group can be split up but Tiny is way to the south with the Lambent Syndicate and at the time of the invasion the new leader hasn't yet imposed his will sufficiently to manage. So everyone shows up to fight.

    If possible, do not use the +1 to resist sacks from ABS rep

    3)Economy - Make a giant pile of Eel food (fluff, unrolled)
    In an attempt to get the Eel to COME BACK AND FIGHT YOU COWARD individual Magaramachi, each convinced they will be the one to devour the creature, begin making piles of foods favoured by the Bloodripper Eels of the Bloodripper lands. Over the year these piles merge and grow until a huge pile of edibles - the bottom beginning to rot, the top ever growing - sits in region 154. It remains to be seen whether or not this is a sufficient effort enough to tempt the Eel back to the Bloodripper lands

    Region 154 Actions (2)

    4)Economy Buyout TP1 in W36 (Fail)

    5)Economy Buyout TP 2 in Region 10 (Fail)

    Net effects
    (Mil +1) (Econ + 1)
    Treasure 0->0 (Current Max 5)
    Units 4->4 (Current Max 6)

    Spoiler: Misc Info
    Show


    Spoiler: Upcoming Actions
    Show


    Need to sort out trading posts in my lands.

    Operation, get a sandfish (Chorus favour to travel through wastes?)

    Operation depth two (depth 1 plus ABS or depth 2)




    Spoiler: Technology
    Show

    1 Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE

    Supernatic Propogation (starting tech)
    Photospore Signaling (starting tech)
    Composite Grafting (starting tech)
    Bioluminescent Navigation (Depth 1, requires Photospore Signaling)
    Filtration Grafts (cross toxic boundaries, requires Filter Feeders)

    Blood Algae
    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.

    Battlefield Scavengers
    Military slot: Mounts and Warbeasts
    Pre-reqs: Carnivorous Animals
    Effects: Negates all the casualty reduction effect(s) of one technology or tactical doctrine
    Write up: The army is accompanied by a horde of scavengers and carrion seekers, perhaps tamed, perhaps simply aware that blood will be spilled. They feed on the dead and dying, hampering the efforts of healers and doing their part to transform battlefield injuries to battlefield casualties.


    Spoiler: Orgs
    Show


    ABS - Welcome: +1 to resist Sacks and Coercion, as the Abyssal Stewards offer early warning of incursions
    CCA - Welcome: +1 to resist Support becoming Open or Unruly as the Chora's songs raise opinions of your regime
    PRS - Disregarded: -1 to Raising Reputation and Slandering for non-PRS Orgs as your people are skipped over in discussions of geopolitics


    Spoiler: Military
    Show

    General Tiny (Mil 7)

    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 who are hungry or bored (interestly, the same word in the Magaramchi language). All Magaramchi territories are hostile to all armies, regardless of alliances.
    • Increased Incursions into Lojanese Territory As Lojan, the Miru Miru and the Peacekeepers all know, bordering the Magaramachi means constant small scale border invasions. But since Lojan stopped fighting back more and more Magaramchi have been attacking undefended merchant caravans and outposts. The border will explode into violence soon.
    • Drop some of the Shark and Pojanese corpses off at the drop off point While Extensive-Colossal-OneMillion does his best - even thinking to have the corpses of those Pojanese and Shark People who didn't manage to make it to the battle collected - his control is far from perfect and a number of them are eaten (To clarify, however many units of corpses I can gather, drop that many minus one off at the drop off)
    • Cash in one ABS favour for reputation The Magaramachi merely shrug when the Abyssal Stewards representative offers to help protect from the upcoming shark people raid. It's easy to think highly of allies who demand so little
    • Suggest 154 as an ABS base The eel ravaged Bloodripper Lands have built a good relationship witht he Abyssal Stewards over the last few years and the offer of some land is made casually but genuinely
    Last edited by Kythia; 2023-02-16 at 02:38 PM.

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