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  1. - Top - End - #691
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    Lady Serpentine's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Katethi Dominion
    Ixionya Rivesti
    Diplomacy: 4
    Military: 6
    Economy: 5
    Faith: 2
    Intrigue: 3

    News and Rumors:
    • Ixionya Rivesti ascends to the throne! A rather more secure choice than the prior ruler, she has both a strong grasp on economic and military matters and the security to delegate when she finds a suitable candidate - a luxury that Iyesti Vadisora rarely felt she had, tenuous as her grip on the grafts of power was.

      Sadly, what she does not have is the trust of the priesthood, who regard her with a wariness sometimes bordering on outright contempt. The Rivesti family has always been punctiliously devout in their public displays, but in less public venues, there have been a number of skirmishes as both sides attempted to exert their influence over this project or that - the latest slight of destabilizing a compromise that had been in place a bare handful of years is simply a particularly obvious (and grating) manifestation, with a clear focal point for their ire in the Rivesti who most benefited from it.

      Whether she will meet this disdain with attempts at reconciliation or lash out at the source of her frustrations remains to be seen. Regardless, though, she will have to swim carefully lest she find herself deposed just as easily as the last person to take up the crown.


    Diplomacy: Construct a Smoking Garden in Kateth Mar (Region 39). (1/3)
    Diplomacy: Construct a Smoking Garden in Kateth Mar (Region 39). (2/3)
    Diplomacy: Construct a Smoking Garden in Kateth Mar (Region 39). (3/3)
    There is a certain degree of consternation when one of the first things that Ixionya does upon taking the throne is to invite further outside interference. Is this not exactly the same behavior that she denounced her predecessor for? Certainly, some of her supporters do not care about such matters so long as they benefit from the Rivesti being in power, but others - whether more principled or simply concerned about what they newly interpret as a naked power grab's impact on their long-term prospects - are quick to raise the matter.

    An explanation of the many benefits provided by this particular arrangement silence some and another contingent is appeased by the fact that she intends it to be leading into a longer-term alliance, while yet others are appeased by her presentation of it as simply an adjunct to the construction of a proper capital city. The remainder, well... There are always malcontents, and with so many of their potential supporters deftly handled, those who continue to be dissatisfied find little purchase.

    Military: Recruit a General: Moresya Sorevret (Tactical Doctrine - Rend the Empty Soul: -8 Enemy Leader Loss, -20% enemy casualties, -1 to Battle, -1 to Tactical Maneuvering) (Mil score: 9)
    Economy: Raise a City in Kateth Mar (Region 39): Heart's Vigil (+1 to Battles)

    Non-actions:
    • Vote on Good Names Go to Wastes:
      • W31 (Tropical): Ahua Rino
      • W34 (Temperate): The Flowing Mirage
      • W21 (Subtropical): The Eternal Midden
      • W5 (Polar): The Crooning Graves



    Spoiler: Bookeeping
    Show
    Stat changes
    +1 Diplomacy

    Units
    5/5 units

    Favors and Reputation
    1 Favor owed to the Chelonia Chora.
    Last edited by Lady Serpentine; 2023-06-10 at 11:05 PM.

  2. - Top - End - #692
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    LapisCattis's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread


    The Unrelenting Horde - Region 196
    Leader: Carver Dunbar
    Round 26

    Carver Dunbar Stats Round 26:
    Diplomacy - 4
    Military - 5
    Economy -7
    Faith - 5
    Intrigue - 5

    Dice Rolls

    Actions:

    1. Intrigue - Great Project Slipstream action - 3/5
    2. Intrigue - Great Project Slipstream action - 4/5
    3. Diplomacy - Great Project Grandstands action - 2/5
    4. Diplomacy - Great Project Grandstands action - 3/5
    5. Diplomacy - Great Project Grandstands action - 4/5


    Ruler increases by Diplomacy (+1), Intrigue (+1)

    Ruler Stats for Round 27
    Diplomacy - 5
    Military - 5
    Economy - 7
    Faith - 5
    Intrigue - 6

    Book-Keeping:
    Spoiler: After the events of Round 26
    Show

    Trade Posts:
    Region 196 TP 1 - Clamp-Eel Slime
    Region 93 TP 2 - Melodious Sponges
    Region 92 TP 2 - Fairy Moss

    Holy Sites:
    Region 196 HS 1 - The Evermarching Hunger
    Region 196 HS 2 - The Evermarching Hunger
    Region 196 HS 2 - The Evermarching Hunger

    Clerical Supports:
    Region 196

    Mercantile Supports:
    Region 196

    Aristocratic Supports:
    Region 196

    Units: 4

    Technologies:
    • Composite Grafting (starting tech)
    • Graduated Symbiosis (starting tech)
    • Megafaunal Tailoring (starting tech)
    • Photospore Signaling (starting tech)
    • Supernatic Propagation (starting tech)
    • Trophic Deconvolution (starting tech)
    • Anoxic Adaptation - actions and troop movement across green borders - Powered
    • Bioluminescent Navigation - traversal of Depth 1 regions - Powered
    • Filtration Grafts - actions and troop movement across red borders - Powered (with Melodious Sponges)


    No bubbles no troubles

  3. - Top - End - #693
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    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Twenty-Six
    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 - #694
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    Default Re: Empire 7: Into the Depths IC Thread

    Round Twenty-Seven: Begin
    Years 79 - 81

    Thank you to everyone who contributed to this opener!
    Farothel - exploration fluff
    Gengy - battle fluff
    Grim ranger - Kenaqua and Ornzol battle fluff
    MappyPK - action transcription, action fluff

    Round 27 will close on Sunday, July 2nd, at 8 AM Pacific Daylight Time

    The following events occurred between Years 76 - 78

    Discovery!
    Explorations, prospecting, and other news from afar


    The first warning of the upcoming conditions comes as a stench. As the Wayfinder approaches the islands located in the depths of the waste, the caustic, sour brine of the surrounding polluted ocean is enough to overpower the Wayfinder’s filtration systems. Not enough to be dangerous to the crew, but enough to stink. Donning the Sojourn Suits, with their self-contained supply of relatively clean water is a relief to the explorers.

    “Waste” is an accurate descriptor of what the Cyphiri find above the waves. There is no gently undulating kelp here, nor schools of darting fish. The land is bleak and desolate for as far as the eye can see (which is not very far due to resident air pollution), save for a massive jumbled structure of sun-baked metal. The rocks bear faint scorch marks that increase in frequency and intensity as the explorers near an unnaturally straight and sheer cliff that rises a hundred feet above the sea level. Gazing north, the adventurers can see another arrow-straight cliff jutting off at a 45 degree angle to create a diamond wedge.

    The metal structure, whatever it used to do, has clearly not been touched in decades, if not centuries. It contains a maze of crooked catwalks, rusted pipes, broken tubes, leaking valves, holey barrels, and decayed pumps. The contraptions end exactly at the edge of the cliff and bear the same intense scorches as the nearby rocks. Fields of fluid-bearing cylindrical containers, each over a hundred feet tall and wide with various viewports, hatches, spigots, and attached piping are on their side, as if knocked over by a gargantuan force. Several are cracked, but others contain various amounts of different ambiguous liquids.

    A poor Cyphiri expeditioner makes the mistake of stepping in what initially appeared to be a puddle of water near such a vessel. She no longer has all her tentacles, and executes an emergency retreat to the Wayfinder. The Divine Nacres were not lying in at least one regard: there is extreme danger here.

    As the crew departs the island, it begins to rain and the region’s final bit of nastiness is revealed. Even the rain here is acidic, dissolving the Sojourn Suits and leaving many of the crew with permanent scars. The desperately fleeing adventures are followed back to the Wayfinder by rivelets of runoff rainwater laden with traces of whatever toxic chemical concoctions leak from those decaying tanks.

    The Cyphiri Union sends an expedition west of W22 in the Wayfinder! They discover W20, an uninhabitable Contaminated Terrestrial Wastes region. They immediately perform a Prospect and discover 3 Open TPs of Chemical Concoctions! The Cyphiri Union gains 1 unit from Inspirational Adventurers. Splendid Miru Miru receives 1 treasure and immediately buys out TP1 thanks to the information gathered by the retrofitted Wayfinder.
    Spoiler: Mitigation
    Show
    There is no decontamination process for a region this thoroughly polluted. It will remain uninhabitable for centuries to come. The best one could hope for is a method by which to mitigate the region’s impact on the surrounding seas. A massive amount of labor could be expended to dig trenches, seal and plug leaks, and bury hazardous materials. Two military actions, each performed at TN 14 due to the supermarine conditions, should be enough to cover the worst of the pollution. Unless a nation first Investigates the location to identify the chemicals and associated hazards, each of these actions will also disband a unit due to workplace fatalities.

    The brave Gotezhar and Mer of the Stormcloud Conglomerate plunge into the inky blackness south of Garza Feld with confidence that their mineblossom sponge filtration grafts will keep them safe. The grafts function excellently at keeping the toxic waters from breaching gill and bolya. The grafts do not function well at preventing the expedition from becoming lost in the featureless darkness. After a week of wandering with dwindling supplies and overstressed grafts, it feels like a Miracle when the party stumbles upon a struggling village of jellyfish nereids. The matriarch of the village, Narali, is a battle-toughened woman with multiple scars upon her humanoid torso and several of her stinging tentacles abruptly cut short. She explains that these seas used to be vibrant, prosperous, and full of life before the violent ink attacks by the greedy octopus nereids to the west. As she recounts this tale, her daughter avoids meeting the party’s eyes and touches a promise bracelet upon her wrist.
    The Stormcloud Conglomerate sends an expedition south of Garza Feld (167)! They discover Region 165, a Contaminated Toxic Region which has 2 Open TPs of Nereid Woman o’ War, a Desired Import of Crops, 7 units of defenders, and 2 Holy Sites of Ocean’s Drift. They gain +1 treasure from Joined-Stalk Companies.
    Spoiler: An Illustration of a Jellyfish Nereid
    Show

    Spoiler: Decontamination
    Show
    While Region 165 remains Contaminated, it counts as 3 additional regions for the purposes of distance penalties and distance losses unless it is the target of the invasion, and claims may not be pressed on the region. All decontamination options will remove the region’s Toxic classification.

    Erase the Ink: Eliminate the cause of the perpetual murk, and the waters will clear naturally over time. Should a nation invade the seas to the west (Region 162), Narali pledges the support of her skill as a commander and 3 battalions of Woman o’ War. If the invasion is successful, Region 165 will be decontaminated after one round, the nation that lead the battle will gain the support of the aristocracy in Region 165, and Narali (General 8, Stinging Embrace Tactical Doctrine: +1 to Battle, +10% enemy casualties) will join their cause (should she survive the battle).

    The Cost of Safety: Clearly, the solution here is to provide the jellyfish nereid with a much better defensive force. Even if they protest the loss of independence, at least they’ll be safe. Should a nation invade and establish control of Region 165, one Holy Site and one Trade Post in the region will be destroyed in the conquest, and the region’s resource will change. But hey, those octopus nereid won’t ink bomb the region anymore. The region will be immediately decontaminated.

    Octomeo and Jelliet: Narali’s daughter, future matriarch of the village, reveals privately that she is head-over-tentacles for the princess of the octopus nereid, Octomeo. A nation with marriage claims on both Region 165 and Region 162 may forfeit those claims to marry Octomeo and Jelliet, making a Diplomacy action against TN 14. Should they succeed, they will gain a Confederation claim to both regions, and both regions will be decontaminated.

    When asked why the Conglomerate would spend precious resources on another trip past its southern borders by an advisor, the Seaquake simply responded that he was curious. To some, the discovery would be a massive letdown, as nothing new was reported when the expedition returned. To others, though, opportunities for construction and commerce alike glimmered from the newly charted southern seas…
    The Stormcloud Conglomerate sends an expedition deeper into Region 99, revealing it to be a suitable Open Waters location for a new colony! They gain +1 treasure from Joined-Stalk Companies.

    The adventurers of Splendid Miru Miru nearly run the Bubble Boats into several strange outcroppings from the seafloor that rise unexpectedly out of the murky haze. Investigating the structures further reveals a plethora of discarded plate structures, some of which are still attached to animal skeletons similar to that of the nearby Twice-Tamed Gloomsharks. The damage and destruction wrought to the structures suggests that they were used for target practice, and the genetically modified sharks were at least part of the tested weaponry.
    Splendid Miru Miru sends an expedition west of W16 using the Bubble Boats! They discover region W17, an uninhabitable Wastes region. They immediately perform a Prospect and discover 3 Open TPs of Quadfin Sharkpedo Plating! They gain 1 unit from Inspirational Adventurers. They also receive 1 treasure and immediately buy out TP1 thanks to the information gathered by the retrofitted Bubble Boats.

    Though not the largest vessel to sail the Wastes by any means, the jellyfish-like MIRAGE’s tendrils twist the ring, propelling the ship. It was quickly noted that the water of the new sea to the west is substantially murkier than anything Sereian voyagers would encounter at home. Thankfully, the photospore sheet atop the crew’s cabin illuminates the area just enough for the explorers to gain valuable intel. When one of the tendrils falls off upon colliding with a rocky spire, though, the crew panics and turns back immediately, albeit shakily.
    Costa Sereia sends an expedition west of Region 97 using the MIRAGE! They discover region W39, an uninhabitable Wastes region.

    They were hoping for something else, but the Lojanese expedition crossing the wastes discovers just more wastes. At one point the captain catches a glimmer of glass and metal above the surface, but it’s gone in an instant. During their tour in this waste region, which is quite uninhabitable, they go slightly insane from the incessant beeping coming from the scattered buoys littering the surface of the region.
    The Lojanese Republic sends an expedition south of W26 using the Losinka Alaku. They discover region W24, an uninhabitable Wastes region. They immediately perform a Prospect and discover 2 Open TPs of Beeping Buoys!

    The local Sluug populace of Region 148, rumored to be called Aeiou, are known for their reclusive nature, dwelling in deep-sea caverns. Embarrassingly, the Miru government failed to conduct a proper census here, leaving the Stewards in awe when they came across one of many cavern-based laboratories in the area. Apparently, Sluug slime makes a great base for concoctions, and the locals are quite skilled at both producing and using said slime.
    The Abyssal Stewards prospect in Region 148 on behalf of Splendid Miru Miru. They discover 2 Open TPs of Slime Technicians!

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

    The Hymenocera Expanse presses a claim on Region 35! They gain 1 unit

    Splendid Miru Miru colonizes Region 147! It gains a Holy Site of the Flowing Way and a Desired Import of Skilled Labor.

    The Eternal Spring colonizes Region 50! It gains a Holy Site of the Eternal Communion and a Desired Import of Fertilizers.

    The Gravetenders colonize Region 85! It gains a Holy Site of the Blossoming Sequence and a Desired Import of Fertilizers.

    Pfilghol colonizes Region 175! It gains a Holy Site of Sakurado and a Desired Import of Drugs.

    The Ornzol begin to develop their colony in Scorners’ Rest (198). [2/3]

    Pfilghol begins to develop their colony in Narcis’s Rest (173). [1/3]

    The Riptide gains a Desired Import of Building Materials.

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

    The Cherry Blossom Movement of the World Garden has grown powerful… so powerful, in fact, that the faction assumes control of the state and formalizes their treatise with the Pfith.
    The World Garden of the Sakura-Jin ascends to the Empire of the Cherry Blossom Compact, spanning both the World Garden and their vassal the Pfith!

    There are few who can explore the unknown as efficiently as the Cyphiri. The Belar family's recent efforts have not gone unnoticed by the world stage, who recognize the nation's efforts.
    The Cyphiri Union forms a Cultural Identity for Expeditions, Adventure Capitalism!

    Truly no one understands the heart of the Taikans like the Gotezhar... living beings encased in bubbles living atop giant specialized ships. And, of course, they are both quite rich. How the Nacres may react, though, is to be seen.
    Splendid Miru Miru hosts the banquet of riches, where they formally declare vassalage to the Stormcloud Conglomerate!

    The Draigiau Residuum Gathering creates a Cultural Exchange with the Empire of the Cherry Blossom Compact! They receive a Shadow Pearl.

    The Quiet Storm Trifectate creates a Cultural Exchange with the Lighthouse!

    Pfilghol creates a Cultural Exchange with Costa Sereia!

    The Gravetenders send the Mother’s Favor Artifact to the Kar-Nath Hegemony via Trade Route.

    The Seatide Confederacy sends the Peninah Ayin Artifact with Veruha Mascerena's remains to Costa Sereia.

    The Kar-Nath Hegemony successfully convinces the Abyssal Stewards to attempt to open a chasm in Region 189 to swallow the Trawling Beast! In order for their attempt to be successful, they will need to receive a Seek Aid this round from any nation.

    The Katethi Dominion constructs a Smoking Garden in Kateth Mar (39)!

    The Unrelenting Horde continues work on the Grandstands. [4/5]

    After half a decade of seeing the fledgling nations of the subtropics make their mark (or fail to) upon global politics, it becomes clear that some will simply never be more than pretty regional powers. All faction supports and Trade Posts owned by TCT, NQY, and MOS are returned to Open. The Gouge gains 3 units of native defenders. The Moss Coast gains 2 units of native defenders. Chun’kama Ki’wasi gains 4 units of native defenders.

    The Lambent Syndicate and Splendid Miru Miru reaffirm the Treaty of Radiant Splendor! A professor is also sent to the University after a long and grueling selection process…

    That's quite a lot of meat.
    The Hymenocera Expanse hunts abalone meat in Region 33. [5/10]

    COS receives Deepwater Survival Systems from GTZ via Cultural Exchange
    COS receives Battlefield Scavengers, Mobile Subdivisions, Toxic Filtering, Toxologist Training, and Traveling Scholars from KNH via Cultural Exchange
    GRV receives Send Hot-Blooded Hemovores, Crystalline Biocompensators, Papershell Draft-Cuttle, Scrying, and Mobile Subdivisions from KNH via Cultural Exchange
    GTZ receives Osteo-rebar from MIR via event
    KNH receives Adventuring Parties, Holographic Certification, and Multi-Pigmented Photospores from COS via Cultural Exchange
    LSD receives Hero’s Brew from LIT via Cultural Exchange
    MIR receives Battlefield Scavengers, Ennean Professionalism, Hot-Blooded Hemovores, and Reactive Refining from GTZ via event
    SUR receives Hero’s Brew from LIT via Cultural Exchange

    EDIT: CCA sways the unruly clergy in Kenaqua (52) to Open
    EDIT: CCA sways the unruly clergy in Region 54 to Open
    COS sways the merchants in Region 100 using Luminescent Crystal as Glass
    DRG sways the aristocracy in Adain Uwchradd (70)
    GRV sways the merchants in Bastion (76) using Hard Metal as Hard Metal
    GRV sways the unruly aristocracy in Spawn Point (56)
    GTZ sway the aristocracy in Region 169
    GTZ impresses the reaved aristocracy of Pyl-Garat (129)
    HEX sways the aristocracy in Region 142
    KNH impresses the clergy of Separatum Corporate Holdings (59), gaining a strong claim to the region!
    MIR sways the merchants in Oka Oka Okale (149) using Phosphorite as Fertilizers
    QST sways the aristocracy in Region 36
    PGL sways the aristocracy of Region 102
    SEN sways the aristocracy in Mortuus Marea (60)
    SKR restores the clergy of Terbon (107)
    STC sways the unruly aristocracy in Darkwell (80)
    STC impresses the reaved aristocracy in Deepwell (79)
    STC impresses the merchants in the Marble Kingdom (187) using Inkfang Worm as Toxins
    SUR sways the clergy in Neralam (160)
    SUR sways the clergy in Region 163

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    The Katethi Dominion pulls ahead of the rest of the subtropics, founding the first settlement that could truly be called a city in the greater region, at least according to their historians.
    The Katethi Dominion raises a city, Heart's Vigil, in Kateth Mar (39) with a bonus to battles!

    The Quiet Storm Trifectate pulls ahead of the rest of the subtropics, founding the first settlement that could truly be called a city in the greater region, at least according to their historians.
    The Quiet Storm Trifectate raises a city, Nirumanna, in Nirumanna (200) with a bonus to buyouts!

    The Gravetenders build a specialized ship, the Pallborne!

    Ink is in high demand, given the high population of bank tellers and businessjellies and whatnot in the Seatide Confederacy. The market capitalizes, finding a new use for the bluefish.
    The Seatide Confederacy develops Bluefish Antifreeze into Bluefish Ink in Deepwell (79)!

    The Hymenocera Expanse finishes building a new Open Trade Post of Spinecrab in Belosa (29).

    The Hymenocera Expanse begins to rebuild the Branch Coral destroyed by the Mesmerizing Angler in Hoplorina (30). [1/3]

    The Refortified Bonemeal Guild continues to expand Fortified Bonemeal production capacity in the Hansea (112). [2/3]

    the Lighthouse harvests the malfunctioning Mesmerizing Angler, gaining 2 Remains worth of intricate mechanical components and reinforced alloy building sheets.

    COS buys out TP3 in Region 100 for Scaldsquid
    GTZ buys out TP3 in the Sea of Bones (W35) for Titanic Rune-Carved Fossils
    GTZ buys out TP 3 in Umbergy (108) for Mud Diamonds
    HEX buys out TP1 in Region 35 for Sphyraena Fish-At-Fins
    LSD buys out TP1 in Region 163 for Isothermic Sea Beans
    MIR buys out TP3 in Raninoida (192) for Magnetite Flowerstones
    QST buys out TP3 in The Gouge (197) for Glowing Blue Mineral
    SKR buys out TP1 in the Emerald Tidelands (124) for Hematite Flakes
    SKR buys out TP2 in Ke Yi Ade (127) for Ray-Ear Seaweed
    SUR buys out TP1 in Jyorjyuh (159) for Homing Anemone

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

    Smoke, viscous and black and grasping, pulls itself from the seams from the suspicious metal box. The roiling mass inside would surely make for a nauseating sight…
    The Shifting Ennead creates an Artifact from the remains of R. Blacktide, The Falsegate Viscera!
    Effect: The Falsegate Viscera uses up Blacktide's remains as part of its construction. It can be used for either of the following functions once per round.
    The first option is for the Viscera to provide a resource of corpses or skeletons to the holder.
    The second option is for the owner of the Viscera to act as though they destroyed two enemy units in battle in the previous round for the purposes of Destabilizing Mutagenic Augmentations.

    With the rise of the philosopher-king and his whispered enlightenment with guidance of the Chelonian Chora, more spiritually acclaimed individuals are rising from different parts of waters ruled by the Frozen Court. The newest of these, the God-Binders, seek to control and abate the wrath of supernatural beings like the divine and demons.
    The Kar-Nath Hegemony founds a Holy Order of the Blossoming Sequence, the Guild of God-Binders, in Pelegar (65)!

    A worrying new cult has emerged within the ranks of the Ornzol: the Siblings of Silence…

    SHK converts HS1 in Region 42 to the Eternal Communion
    The Mare converts HS1 in Nanuuq (82) to the Eternal Communion from the Flowing Way

    Wonder
    Miracles and inventions, ancient relics, and spectacular undertakings

    The people of the Kar-Nath Hegemony used to, in the ages before taking up the faith of the Blossoming Sequence, worship ancestor gods. It is these gods from whom they get a lot of their beliefs regarding proper conduct, and their imagery of virtuous afterlife of glittering crystal and soothing cold. Nedir, the Frozen King, makes a journey in the Silvered Eye as his reign comes to a close. In the depths of the western Waste, Nedir uncovers a connection to these gods of old and to the past Frozen Kings! These beings are mighty and shall not allow the settling of the region until they are suitably impressed!
    The Kar-Nath Hegemony performs a Miracle, Uncovered Ancestry! They explore W44, gain a treasure, and create Region 203, a Toxic Contaminated Depth 2 Region with 3 Holy Sites of Ancestor Worship and 1 Open TP of Glacial Plunderfish.
    Spoiler: Decontamination
    Show
    While Region 203 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. All decontamination options will remove the region’s Toxic classification.

    Meld the Faiths: The ancestor worship of the past Frozen Kings is incompatible with the beliefs in the Blossoming Sequence held by the current Nathi. A skilled theologist may be able to find a compromise between the two that is acceptable to the gods. Should all three of the region’s Holy Sites be converted to the same religion and adequate fluff provided to merge the faiths, the region will be decontaminated and any future owner of the region that controls the clerical support may establish a new School (multiple schools faiths) or Schism (one doctrine faiths) as a Faith action without expending a Special.

    Frozen Forever: There are past Frozen Kings resting here, entombed forever in Rimestone coffins encrusted with glittering, chilly crystals. A nation which controls a TP of Rimestone may take an Economy action to build an elaborate mausoleum, which returns the TP to Open. Upon changing rulers, the nation may then elect to entomb their previous leader in the region as a Faith action, gaining an extra +1 Faith score for their next ruler (and only that ruler), decontaminating the region, and gaining a permanent link to commune with the past Frozen Kings (no mechanical effect, just fluff).

    The Mighty Prevail: The gods may not approve of other faiths, but they cannot argue with results. Should a nation be victorious by a margin of 6 or more at a battle within 2 regions (not counting any battles occurring this opener), they may afterwards take a Military action against TN 16 to sacrifice a commander (which can be a captured enemy commander, and does not have to be a commander involved in the battle) to appease the gods. This will decontaminate the region and yield a unique Artifact.

    The Eternal Spring completes a World Wonder, Dragsilt, The Stairway To Heaven, The Surfscraper!
    Spoiler: Description
    Show
    A towering thing, with roots that delve into the core of the planet itself, with branches that reach up past the very sealine itself. The surfscraper casts shade across everything below it, though from all the energy it gathers those under its shade have more plenty than one would without. With the electricity grids that form from its roots within the region and the many lights and magma droplets forming on the vast array of the metal plant, the region is in the midst of an eternal twilight. Never quite day, never quite night. Always lukewarm and always burning.

    The trunk is a building that ascends like a true Surfscraper, and has windows on each floor to gaze without. The girth of the base measures out miles in each direction, and while it narrows some as it nears the top, more layers continue to be added as it forms new rings. Those rings, when one traverses inside, form entire segments, and one could live their entire life within those walls, have a rich experience, and never break to the colder outside.

    Branches of Dragsilt are a mix of spindly wires and firm metal. On these sheets of varying colors from iron to aluminum, and even plastic grow. Naturally occurring, reusable. It might be strange for one to consider literal objects growing fully formed as a thing in the world, but it gets stranger still.

    They are receptive to willpower. They melt into shapes one desires, should one put enough energy into the tree and market through it. Traces of nearly anything, from rare specimens to novel materials to the very concepts of skill and technique, dangle in a fetal state from the thousands of branches that overhang a bulk of the region.

    Moreover, there are pinecones. Large things, the size of a respectable Mer at their smallest and some bloated to exceed even the largest Lions Mane Jellyfish that floats the waters of the world. They hold seeds, and even when detached retain their properties of industrial development through sheer willpower. When properly utilized, the metal provided by these simulacrum of nature combined with the seeds they jettison can grow into entire structures. Structures with purpose. Structures that bend the world around them to their will.

    The waterlines are filled with magma, pulsing like living blood vessels that one can see if they go to the basement below, but are too concealed. The life of the planet circulates through this beast, as it steadily forms its own molten core, beating as would a literal heart. Perhaps, when one is close enough to this ball of pure plasma, if one does not melt from the sheer temperatures involved, one could even hear Dragsilt speak.

    Spoiler: Mechanics
    Show
    Magma Lifeblood
    Dragsilt cannot be felled by any axe, nor does it provide any wood due to its solid tungsten composition. But the lifeblood of the core of the planet pulses through the trunk, providing the owner of Town Square (47) with a TP's worth of continuous Heat Source and the Magma Forges technology, unpowered.

    The Fruits of Industry
    The metal branches of Dragsilt can yield a wide variety of bountiful resources growing in place of fruits or nuts, if you know what song to sing and what fertilizers to provide. When you spend 3 or more treasure in a round, you may automatically fulfill the resource requirement(s) of 1 technology you possess for that round.

    Sow Seeds
    The giant pinecones of Dragsilt are the germ of Industry itself. By spending the labor to transport and bury the solid metal seeds, it is possible to sprout buildings of metal fully formed. Entire church superstructures, mining infrastructure, cheap blocky housing, or fortifications from the ground up all in one sweep. Once per turn the owner of Town Square (47) may spend an Economy action and exhaust 1 Magma Pulse to Sow Seeds, which adds two additional rolled targets to another Sway, Buyout, or Conversion action. These targets must all be in the same region and treasure is spent individually.

    The Cyphiri Union receives the Tohu from the Abyssal Stewards, which once per turn allows a General equipped with this artifact (as a non-action in a previous turn) to treat the battle as though it were at one greater depth for all effects on her side. A curious combination of almost fin-pliable metal and intricate carvings, the Tohu is too large to be wieldy but hardly truly unwieldy in size. Rings and discs form intricate layers, and when carefully aligned by a trained bearer, the pressure's on

    The Lighthouse forges Radiant Indah’s rainbow scales into weaponry, setting the size 4 bonus for Radiant Indah to Scales of the Goddess, Blades of Light! Effect: +2 to Battle

    The Eternal Spring performs a science, beginning a new Industrial Research Facility in Verja (61). [1/4]

    Spoiler: The Astral Menagerie
    Show
    - LIT gains 4 treasure from the Maleficent Ant
    - LIT hosts the Withering Everlight
    - LOL hosts the Kelpie
    - OKI gains 4 treasure from the Banished Merchants
    - NAN gains 3 treasure from the mimic!Ant and hosts the Mare, the Perfected Twin, the Banished Merchants, the Maleficent Ant, and the mimic!Ant. These 5 members will remain with Nanuuq until the start of Round 31.

    At the end of Round 27:
    - the Mare will attempt to convert HS1 and HS3 in Nanuuq (82) to the Shimmers of Unseen Bane
    - the Mare will attempt to convert HS2 in Nanuuq (82) to the Eternal Communion
    - the Mare will attempt to convert HS2 and HS3 in Nanuuq (82) to Radiant Indah
    - the Perfected Twin will attempt to Spark Rebellion on the aristocracy of Nanuuq (82)
    - the Maleficent Ant will attempt to undermine the merchants in Nanuuq (82)

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

    The Hollow Vessel of the Lighthouse perfects their Tactical Doctrine, Hold the Line of Light! The Lighthouse gains a permanent +1 Tactical Maneuvering and the Tactical Doctrine gains +1 to Battle

    Inviting outsiders in in the form of a Smoking Garden is too big a risk without enhancing security, leading to the promotion of the Katethi’s finest officers.
    The Katethi Dominion recruits a General, Moresya Sorevret (Military 9), with the Tactical Doctrine Rend the Empty Soul: -8 Enemy Leader Loss, -20% enemy casualties, -1 to Battle, -1 to Tactical Maneuvering!

    The Draigiau Residuum Gathering raises a fortress in Adain Uwchradd (70), Golygfa Syfrdanol!

    Splendid Miru Miru combines durable Hardfused Rubble and sharp Shimmercoral into a harpoon that ruptures the Sizzling Siphonophore's pneumatophore. The deepsea creature, no longer able to maintain its depth in the water column, floats to the surface, bloats, and explodes from the lack of water pressure. The Sizzling Siphonophore is no more. Its beauty will be missed. Should the Taika wish to restore the Fortress in Aniwana, they may now do so with a Military action.

    General Tiny of the Magaramachi studies at the Polar Institute of Warfare, gaining +1 to Battle in their Tactical Doctrine, Carnage, which has also been added to the Institute’s library.

    Spoiler: ESP invasion of Kenaqua (52)
    Show
    The armies of Eternal Spring and Kar-Nath Hegemony assemble at Verja as plans to put an end to the madness enveloping Kenaqua are finally finalized, the two nations united in their efforts to defeat the remnants of Blacktide’s government-turned-cult. The advantage of numbers seems enormous, armies of mercenaries assembled by the two allies alone matching what remains of Kenaqua’s defenders… and once one counts the Nathi legions and mostly mechanical forces of Titan of Industry, the outcome seems obvious at a glance.

    Of course, the very trip to Kenaqua inflicts losses upon the armies on the march. The unbearably toxic waters and local raiders of Verja’s border territory claim many a soldier and war machine, armor corroding and soldiers falling to native spear and toxic water alike.

    Despite these losses, however, Professor Deeatrice goes on to lead the combined armies into Kenaquan territory in good order. The Mer cultists focus on the city around the Linking Arch and only seem to respond to threats against it… and while they could no doubt simply carry the day with their sheer numbers, fighting a fanatically loyal force down to the last Mer would likely cost any innocents and invading armies both dearly. Instead, Araid the Shell-Cracker comes up with a different plan, drawing inspiration from small border skirmishes used to test Nathi officer cadres.

    The combined armies surround the defenders of the Gate from a distance, setting up a wide ring of camps before sending out a number of raiding parties. Machines of shifting gears and uniform metal plating supported by soldiers with long spears and boisterous mercenaries attack the defenders in small raiding parties before falling back to get the cultists to pursue. Once a sufficiently large portion of the fanatical Mer swims too far from the main host, the soldiers waiting at the camps sally forth to envelop and destroy these smaller enemy groups.

    Although the Kenaquan forces eventually get wise to the trick, they have lost well over half of their forces to the raids by that point, sheer rage and despair sending Shrouded Riseni into a suicide charge with their remaining followers… one met by the gathered armies of the two polities. As the dust settles, the cultists have been hunted down near to the last.

    ESP Victory! ESP gains control of Kenaqua (52)! ESP loses 1 unit to distance! KNH loses 1 unit to distance! Shrouded Riseni dies! The Gate is destroyed!

    Spoiler: CYP invasion of Region 142
    Show
    A small but concentrated force from the Cyphiri Union, led by the War-Singer Falnat Hallus, moves in to lay claim to nearby waters. Supported by War-Singer Renald, and a mercenary unit, the battle is a swift one. The native commander is overwhelmed quickly, to the point that the defending army nearly falls apart. It is a textbook victory for the Cyphiri Union, one with zero losses on their end; truly impressive, if not awe inspiring. The locals, at least, are a bit more receptive to accept the Union's leadership.

    CYP Victory! CYP gains control of Region 142! 3 native units lost! Native commander killed!

    Spoiler: ORZ invasion of Region 199
    Show
    The assault led by Zo'kine'rn immediately runs into a measure of problems as the tempestuous currents on their route take a harsh toll on the Ornzol troops. An entire formation worth of troops ends up being scattered against the rocks or swept away before the army reaches battle, but nature’s insults do not phase the rest: they will still be quite enough to defeat whatever feeble resistance there is to be found in these waters.

    Especially as they will be invading from a position of strength thanks to their crafty maneuver.

    Outnumbered two to one by the Ornzol descending upon them from an advantageous angle of attack, the defenders regardless attempt to put up a fight, utilizing the terrain in an attempt to find choke points to limit the advantage of their enemies’ numbers. Even with the best efforts of the natives, however, Zo'kine'rn cannot be denied... and soon, they force a breakthrough in one of the contested points and scatter the remnants of the enemy in all directions.

    Their efforts fail at stopping the escape of the elusive enemy leader, however, denying the pair the honor of delivering an ultimate insult upon their foe.

    ORZ Victory! ORZ loses 1 unit to distance! 1 ORZ unit lost to battle! 1 native unit lost!

    Spoiler: Titanic Showdown in Maurente (74)
    Show
    Modifiers:
    Tadgceallachmarix, The Thunder That Burns: +1 from 3 DRG units
    Gwrfaedlaithe, The Fuming Ice: None

    ROUND 1:
    Tadgceallachmarix, The Thunder That Burns: 27
    Gwrfaedlaithe, The Fuming Ice: 21

    ROUND 2:
    Tadgceallachmarix, The Thunder That Burns: 25
    Gwrfaedlaithe, The Fuming Ice: 30

    ROUND 3:
    Tadgceallachmarix, The Thunder That Burns: 26
    Gwrfaedlaithe, The Fuming Ice: 32

    Victory for Gwrfaedlaithe!
    The merchants in Maurente (74) become Open!
    Holy Site 2 in Maurente is destroyed!
    Trade Post 1 in Maurente (74) becomes Open!

    Tadgceallachmarix suffers his third defeat! Before Gwrfaedlaithe can deal the killing strike on his millenia-old rival, the lesser Draig of the Residuum swarm in to distract the Fuming Ice. DRG loses 1 unit!

    Tadgceallachmarix swims back to the volcanic depths of Aelwyd Alferiad (71) with heavy assistance before collapsing into a deep hibernation. It will likely be centuries before he wakes again.

    Gwrfaedlaithe remains active, for now, returning to Nanuuq (82) to gloat in victory.

    Schemes!
    Coercion, betrayals, and spycraft

    It appears that the Divine Mistress is not particularly impressed with the skills of her newest recruit, bestowing upon them a title that most would be ashamed to be known as.
    The Lighthouse recruits a Spy, The Lowly Tarnished (Intrigue 6), who dons the Stalker’s Cloak!

    Such underhanded tactics of obtaining new technologies have been largely theorized, but not yet put into practice… until now.
    The Eternal Spring steals Memetic Cohesion from the Draigiau Residuum Gathering!

    One by one, the Fraying Minds find themselves capturing and holding the wanderers captive. Who can say what their plans may be?
    The Fraying Minds of Nanuuq steal the Maleficent Ant from the Lighthouse, the Perfected Twin from Splendid Miru Miru, and the Banished Merchants from the Order of Orders!

    The Unrelenting Horde continues work on Project Slipstream. [4/5]

    COS coerces TP2 in the Protected Statera (31) for Shells
    CYP coerces TP1 in Region 177 for Striped Tuna
    ORZ coerces TP1 in Region 36 for Whale Quartz
    QST coerces TP1 in Region 93 for Melodious Sponges

    Terror!
    Violence, upheaval, murder, and destruction

    Ashal Hallus had had enough. The Divine Nacres can no longer be trusted to keep to their word. And their blatant theft of Cyphiri technology would not be tolerated.
    The Cyphiri Union destroys the Collegium of St. Chrysalus in Danabae (69), immediately losing 3 reputation with the Divine Nacres!

    The clergy in Nanuuq becomes unruly from close proximity to the madness of the Drifter in the Wake!

    The Lambent Syndicate follows in the Wake of Nanuuq, constructing the twisted Spire of the Vanquished in Senja Bersinar to amplify the voice of a power beyond imagining. Effect: +1 to « Listen »

    The vibes coming off the Spire of the Vanquished are enough to drive several lesser mistresses to lunacy. Few notice a difference. The aristocracy in Senja Bersinar (2) becomes Open due to the effects of the Dissonant.

    In the depths of Nanuuq, many Bears begin to feel the strain of the depths upon their artificial joints. For too long has the Constellation suffered from a lack of diving equipment maintenance. NAN loses access to TP1 in Nanuuq (82) because of insufficient Depth access. It becomes Open.

    Wooden-augmented creatures from above the waves attempt to raid the aristocracy of the Lighthouse for new recruits, but their target is too well-defended.

    The Gravetenders are less fortunate, losing this year’s crop of hatesheer roots to the bedazzled and gilded reavers. The merchants in the Lostling Lands (81) become Reaved and TP 1 becomes Open.

    The Shattered Hope continues to head north after its defeat in polar waters, terrorizing the temperate seas. After an unsuccessful raid on Seguranca, the fleet lucks out on scoring a hit on the Order’s religious holdings in the high valleys. The clergy in Yuksekale (176) become Reaved.

    Costa Sereia’s special agent uses their new eye, the Cyber-Optic, to reveal the location of the Shattered Hope fleet - W40!

    The Eel Without End surges through the Maw in all her electric glory, finally returned from her long foray around the labyrinthine tunnels to snap up unsuspecting lesser titans. But the Maw has changed drastically since she last called it home. Acolytes of the Lighthouse have established six habitation spheres within the depths. Well, five now. The fifth sphere, devoted to Study, is mistaken for prey by the gigantic Eel and swallowed in one whole gulp. Surely, a pressure vessel designed to withstand thousands of feet of water column can maintain integrity within the digestive tract of an enormous beast. If only there were some way to reach the inhabitants …

    After her lovely snack, the Eel slithers around the Maw in increasingly elaborate loops, not yet leaving. Will she rise to the surface and wreak havoc on the tropical nations yet again? Will she eject her undigestible food with one gigantic electric burp? Will she slink back into the tunnels from which she arrived? Only Adiratna could say, given her Miracle of divine communion.

    Another lair of the mysterious monster in temperate is discovered in Ke Yi Ade (127). This time, the beast has apparently been cooped up beneath a newly sprouting field of Ray-Ear Seaweed. The Order may either recover the loot from the lair to sell for 1 treasure as a non-action, or spend a single Economy action to promote the growth of the Ray-Ear Seaweed, adding a new TP. These options are only available this round.

    The border between Colowyna (128) and Pyl-Garat (129) becomes roughs unexpectedly as the creature relocates to find new prey. Traveling caravans in the region go missing, and the merchants of Pyl-Garat (129) become Open from this predation. A mercenary company hired out by Splendid Miru Miru stumbles home to the Exchange headquarters one night with hallucinogenic tales of the landscape changing before their very eyes, but they are easily dismissed as just more drunken soldier antics.

    For the second time in recent history, Region 49 rebels. Unlike the failed Lux-Glossia-aided rebellion of decades past in which the merchants rose up against the ruling Ivory Legionnaires, this time the military and the merchants are of like mind: the Eternal Spring must be evicted from the region. The region raises two military commanders (Mil 9 and Mil 6), 7 units, and acquires 3 technologies. More details to come with NPC actions.

    The unruly clergy of Micht Tsy Fivrivirs (57) whisper treason in the ears of the mercantile class, turning it against the Eternal Spring. The merchants in Region 57 become Open.

    The homeless from the Otterian, Nautilite, Merish, and Crab-folk tribes of the Dekapoloi have begun urging their democratic council representatives to break ties with the Sakura-Jin Empire that has denied them the materials they need to maintain their family tents. The merchants in the Dekapoloi (120) become Unruly due to lack of Textiles.

    The following regions must have region write-ups submitted by the start of Round 28 or suffer Unrest:
    148 (MIR), 202 (GTZ - extended to Round 29)

    The following regions must have region write-ups present in the Waters of the World by the start of Round 28 or suffer Unrest:
    1 (LIT), 156 (MGM)

    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. Each round, owned regions with a Reaved faction have a chance to progress toward rebellion
    The clergy of Shue’aaz Sho (8) becomes Unruly!

    The following Reaved regions may deteriorate at the end of round 27: 8, 49
    The following Reaved regions may deteriorate at the end of round 28: 71

    Organizations!

    Titles and Title Upgrades:
    Nedir, the Frozen King of the Kar-Nath Hegemony, has successfully unlocked a new Song: Passion!
    MAWbel v2.30 conducts Passion!

    Reputation:
    COS raises reputation with DNA
    CYP loses 3 reputation with DNA for destroying a Holdfast
    CYP loses 1 reputation with DNA for exploring a Terrestrial Waste
    HEX spends 2 DNA favors and 1 reputation to Install Mimicry Implants, gaining the Spy, Sir Alpheus (7 Intrigue)!
    KAT gains 1 ABS reputation from Depths Unplumbed
    MIR spends 1 DNA favor to raise reputation
    SKR spends 1 CCA favor to raise reputation, but fails to displace ESP

    Favors:
    CYP contributes to the Monstrous Mythology, gaining +1 ABS favor
    ESP spends 1 DNA favor to request Gene Grafting for DMMGGG, raising their General score to 11
    HEX spends 1 CCA favor to request Chelonian Accompaniment
    KAT gains 1 ABS favor from Depths Unplumbed
    KNH contributes to the Monstrous Mythology, gaining +1 ABS favor
    MIR spends 1 ABS favor to request a Bounty of the Depths
    SEN spends 1 DNA favor to request Experimental Augmentation on Peregria. Details to come with Org actions

    Prestige:
    KNH completes a Monument, the Rage of Dragons, for +1 PRS (remaining at rank 4)
    SKR earns +1 PRS from To Greatness! (gaining 1 partial prestige)

    Other:
    CYP spends 2 treasure on a Thirst for Knowledge to receive the Hot-Blooded Hemovores technology
    ESP spends 4 treasure to pay the CCA to sway unruly supports in Kenaqua (52) and Region 54
    HEX contributes 3 units to Assistance in the Depths
    HEX spends 2 treasure on a Thirst for Knowledge to receive the Hot-Blooded Hemovores technology
    Last edited by Aerin; 2023-07-01 at 02:19 PM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  5. - Top - End - #695
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    TITANt OF INDUSTRY

    Turn 27
    Eternal Spring




    MAWbel v2.33
    [Songstress]
    Dip: [10]
    Mil: [10]
    Eco: [10]
    Fai: [10]
    Int: [9]

    Next Turn: +None

    Stat Actions Summary

    Economy: Invoke Dragsilt to Sow Seeds.
    Faith/Diplomacy [Lyric] Chorus Passion Roll = 19 2dice6plus13 (TN = 14)
    Diplomacy: Attend Event [Summit Of Skill]
    Spoiler: Event Subactions
    Show

    Trade Memetic Cohesion to CYP, receive Crimson Curiases.

    Receive a boatload of technologies (listed below) from KNH, give Memetic Cohesion and Throat Of The World to KNH.
    -Civilian
    Advanced Cooking
    Adventuring Parties
    Crystalline Biocompensators
    Holographic Certification
    Hot Blooded Hemovores
    Mobile Subdivisions
    Multi Pigmented Photospores
    Papershell Draft Cuttle
    Scrying
    Seeker Barnacles
    Sulphurous Secretions
    Toxic Filtering
    Traveling Scholars
    -Military
    Big Rocks
    Devolving Standardized Integrations
    Reanimation Colonies
    Supermarine Artillery
    Toxologist Training


    Military 10: Perfect Doctrine [Disjunction]
    Military: Invade 54 (Details Below)
    Economy: Purchase TP 1 of Hoarfeast Moss in 47
    Invoke: Buyout Hoarfeast Moss TP 2 and 3 in 47
    (In own region, 3 region skip plus CCA -0.5 means no distance penalty)
    TP 1 Roll = 16
    TP 2 Roll = 21
    TP 3 Roll = 18

    Rolls are made at 2d6+13 versus TN 12.




    Dragsilt, The Surfscraper



    Nonactions
    A. Give 1 treasure to KNH and GRV through the Plastic Flower.
    B. Black Noise: Launch An Inquiry.
    C. Spend 2 Treasure and 0 Favors (as per [Song of Tranquility (in Wild Waters)]) to Sway Unruly Aristocracy in 54 and 52.
    C.a. 61>54 [0.75] regions base (own support, half distance), 1 Toxic, 1 Glacial, -0.5 CCA, for 2.25 total, with their +9 and -0 from distance, should be a 2d6+9 roll to Sway Aristocracy.
    C.b. 71>W25 [1.5], W25>51 [1.5], 51>52 [0.75] (Own support, half distance), for 3.75 total, with their +9 and -1 distance, should be a 2d6+8 roll to Sway Aristocracy.
    D. Loan the following TPs to Divine Nacres, unless they conflict with other needs.
    D.a. Loan a TP of Unblemished Wreckage and a TP of Dragon Scales to the Nacres as Building Materials for turns 27 and probably 28.
    D.b. Loan the TP's worth of Heat Sources from Dragsilt (47) to the Nacres for Fuel for turns 27 and probably 28.
    D.c. Loan a TP of Ivory Legionnares to the Nacres as Labor for turns 27 and probably 28.

    Lyrical Actions
    Diplomacy+Faith = Seek Aid on Battle For 54


    Defensive Allocations
    A. 1 Treasure towards the first defensive roll




    Action Fluff

    Chorus: Passion

    Spoiler: SING Arcadia
    Show
    Smooth songs still, invite invigorating innovation, never necessarily needing, grasping gargantuan greatness.

    Actualizing all automation, retrofitting reposed rubble, composing competent cadence, applying adhesive administrators, deploying disjunctive doctrines, implementing invoking inlines, hArmony instAlls mAwbel v2.33 [Songstress]... . . . . . .



    [Streamline Production: Disjunction]

    Spoiler: Perfected Doctrine
    Show

    Streamline Production: Disjunction

    Dark Magnetic Magician Golden General Girl, the More Than Perfect Warlord, was originally intended to be only the prototype to house and demonstrate the power that industry and economy can wield. One retrofitted from a breaching showpony, no less. The [Disjunction] augment can be applied to any manor of machines suited to command. Creating similar radiation filled green glows and utilizing frameworks for improved tactical thinking taking advantage of access to maximum assets.

    While DMMGGG has taken on a life of its own, of her own, and the fullest extent of these cannot truly be mass produced, the basic fundamentals are still in progress. This experiment has shown success beyond the wildest dreams of Mawbel v2.28 [Songstress], and it is a testament to how far DMMGGG has exceeded expected results that streamlining production of the doctrine module to all subadmirals in a way that itself exceeds all projected expectations is a pale shadow of her glory.




    Spoiler: Rebut Draig Lies
    Show

    Since you have issued public slander, representing the Eternal Spring, I feel it necessary to enter a counter warning. Remain factual. Do not misrepresent events.

    Those were not your innovations, they were from shoalmind Deep Blue. You received them fully formed third hand as a gift amongst many others in a pile of unused scrap you never even cared about until now.

    Eternal Spring did not feel a need to engage in Diplomacy for them because they were not taken from you. You still own them. Further, the specific "innovations" involved researching waters of Deep Blues Spawn Point that just so happened to be close in proximity to your own regions. That you happened to see this research being undertaken, saw the same end result in your archives, and decided to showboat as if some wrong was done to you is a phantom of your own making.




    Invade 54
    Dump some fluff here, if this winds up happening.

    Spoiler: 54 Prebattle Prelude
    Show

    "A garbage heap! A lit'ral garbage heap! My talent is wasted!"

    Professor Deeatrice was not having a good time.

    "Is there even anyone here to kill? The [Disjunction] module isn't even online."

    Mission statement: Pave roadways into designation fifty four. Prepare inroads for army passage in future endeavors. Utilize downtime to improve logistica-"I did not ask you to repeat the mission statement. Yes, yes, it makes sense. We have years of comparative solace and we expect brutal wars. Don't lose good machinery and bad lives marching through this sludge. Buy why am I here? We have the construction crews and hired hands, is my expertise really needed t-"

    Construction Crew Listing:

    Unit One: Assorted gears, 3 Cranes, thorn operating sys"W-"tems at maximum axiomatic installation.

    "What? N-"

    Unit Two: Assorted gears, 3 Cranes, thorn operating systems at maximum axiomatic installation.

    "-o, wil-"

    Unit Three: Assorted gears, 3 Cranes, thorn operating systems at maximum axiomatic installation.

    "-l you j-"

    Unit Four: Titan System Great Thing is operating at 34% Magma Pulse infusion.

    "I CAN'T EV-"

    Unit Five: Titan System Vermillion Coranautus is operating at 46% percent Magma Pulse infusion.

    "-N UNDERSTA-"

    Unit Six: Titan System Curious Chandalier is operating at 41% percent Magma Pulse infusion.

    "-ND YOU WHEN YOU ALL-"

    Unit Seven: Titan System Hysteric Empress is operating at 44% percent Magma Pulse infusion.

    "-TALK AT ONCE!"

    Disposable Unit One: Assorted Mercenaries operating at 98% morale.

    Disposable Unit Two: Assorted Mercenaries operating at 27% morale.

    "I did not ask you to blather on about your spectacular crane marvels. I am ruminating on the life choices that have me shoveling ta-"

    Cranes are a novel, new, state of the art technology. Standardized to a hundred and eight meters in bow leng"-oh ****ing kill me."



    Spoiler: Boring Mechanic Humdrum
    Show


    Invade Path: 61-54 (1 distance loss roll total due to CCA)
    Invading Units: 7+2(Treasure)
    Commander: Subcommander Corpse Of Deeatrice (Commander Score 5), using Skirmish
    Techs (+Battle/Maneuvering): Memetic Cohesion +1/1 (fueled with Burrowing Glacier Shrimp and/or Ivory Legionnares), Magma Forges +1/0 (fueled with Dragsilt).

    Maneuvering: 5 Cscore, +1 Memetic Cohesion. [+6 total]
    To Battle: 5 Military, +8 (350% Outnumbering), +1 (MALON City bonus), +1 Memetic Cohesion, +1 Magma Forges, +1 Treasure, +1 Seek Aid from Lyric Bonus. [+19 total]





    Rote Non-Actions


    Oppose Unauthorized Actions.
    Black Noise (Spy 6): Root Out Spies
    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.
    Prosperity Authorization: Authorize all gifts to ESP.
    Accept all players/nations converting to The Eternal Communion.


    Defensive Actions

    None As Of Yet



    Shell Counting
    Spoiler: Misc Stuff
    Show

    Treasure: 17/20
    Vaults: 1
    -3 Battle 54
    -2 Tranquilify
    +2 Mamomachines
    Passive Treasure Income: +3
    Next Turn: 17/20 Treasure
    Vaults: 1

    Units: 7/10

    Spoiler: Misc Stuff
    Show

    Spoiler: Misc Stuff
    Show

    Plastic Flower Recycling Routine
    Contender Trade Route Pool: GRV, KNH
    Deprioritized Trade Route Pool: LUX, RFT, DPB

    Alpha-Machina Optimization Routine
    Paperclips: 73
    Approximated Paperclips This Turn: 10 (5 from Recycling Routine, 3 from Passive Treasure Income, 4 from Mamomachines)
    Next Turn Paperclips: 85
    [/font]
    Compose Industry on any turn Compose is not used on another component.



    Magma Pulse
    [10] [2] [0] [0] [0] [0] [0] [0] [0] [0]

    Exhausted Magma Pulse
    [0] [0] [0] [0] [0] [0] [0] [0] [0] [0]
    Last edited by Epinephrine_Syn; 2023-07-02 at 11:33 PM.

  6. - Top - End - #696
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 27
    [Stormcloud Conglomerate]

    [Alto Feytor Saroon'din, The Seaquake]
    [Bane of Sargasso, Black Spot]
    Regions: 138, 101, 128, 130, 136, 137, 139, 140, 141, 167, 170, 174
    Vassals: MIR

    Actions:
    1. [Diplomacy] Press Claim on 169 (Roll: 21)
      With local support, and the safety of Fort Kagado nearby, the Stormcloud Conglomerate formally invites the region to join their great nation.
    2. [Economy 10] Create Technology
      Gotezhar Professionalism
      Requires: Ennean Professionalism, Building Materials

      Effects:
      If you have at least 10 Aristocratic Supports controlled by your nation, Projects in the regions with those Supports cost 1 less action. Projects in regions owned by another player requires the region owner's non-action permission for this tech to take effect.

      For decades, Gotezhar and the rest of the Builder's Union that make up a majority of the Stormcloud Conglomerate have had to find their own ways around shipping and handling of various goods and services; things normally facilitated by the Divine Nacres. Though there was no animosity in the Nacres not providing aid, it still fell upon the Gotezhar to find methods to ensure their constructions were finished on time. And they always did. They always found a way. They made allies, established connections, forged new paths, and never once failed to complete a project they accepted. This is becoming recognized as Gotezhar Professionalism; once their word is given, they get it done. This trust alone, in regions with friends, is enough to help speed things along.
    3. [Diplomacy] Attend KNH Event
      Blitzball: 16
      Spoiler: Event Sub-Actions
      Show

      - Accept Vassalage from Cyphiri Union
      - GTZ gifts CYP Ennean Professionalism, Gotezhar Professionalism, Artful Acquisitions, and Battlefield Scavengers
      - GTZ trades KNH Army Administration, Deepwater Survival Systems, Gotezhar Professionalism, and Sojourn Suits for Advanced Cooking, Big Rocks, Crystalline Biocompensators, and Multi-Pigmented Photospores

      Something's happening...
    4. [Faith] Build a CCA Base in 137 [1/4]
    5. [Faith] Build a CCA Base in 137 [2/4]
    6. [Faith] Build a CCA Base in 137 [4/4, Spending Treasure for Gathering Tide Warehouse]
      The Chora have proven to be useful allies, so it is only right that a base be built for them within the Stormcloud Conglomerate waters near where Ezcorher once was. In the north-eastern section of Gosto G'Cor, a new CCA base is added.
    7. [Faith] Impress Clergy of The Riptide (202) (Roll: 13)
      It behooves the Seaquake to ensure that all aspects of the Riptide are controlled by those loyal to the Conglomerate.


    Non-Actions:
    • Provide support for conversions to Flowing Way schools in Builders Union territories
    • Give permission for Flowing Way nations to traverse Builders Union territories
    • Continue to gain a unit from Ennean Professionalism.
    • Resist all tech thefts
    • Suggest a name for W40: The Twisted Edge
    • Spy Action: Researcher 42 is supposedly seen within Ezcorher's Demesne.
    • [Update Spy] Researcher 42 becomes Researcher 42 (no changes needed)
    • Team Clouds was returned. No questions were asked. No one died.
    • Send MIR Gotezhar Professionalism via (Wonder) Trade Route. Accept from MIR Paru Para Bunkers.
    • At their request, provide SKR access to Phosphorite this round via Trade Route
    • GTZ sends SEN a letter
      Spoiler: A Polite Letter
      Show
      To the most august individual within the Shifting Ennead, The King, Emperor Akkoroas,

      We note that the Cyphiri Union has been causing some concern near and within your waters, and would like to know more details from you so that we might best assist in mediating the situation. We wish no hostility at this time, and in accordance with certain previous agreements, and respect for the Ennead Professionalism so touted among the world, would like to assist in settling this matter once and for all. With just the Flowing Peace Agreement, we were content to allow things to continue as they were, but it is very likely that sometime in the near future, the Cyphiri Union will become a part of the Stormcloud Conglomerate. Once they are, attacks against them, even minor raids, must be met with some kind of response. Our interests are at cross purposes, but we only have the story from the perspective of the Cyphiri Union at this time. Please provide us with additional perspective, and it is our hope that, within a short time - say these next few years - we can address whatever contention may have sparked things.

      For the Imperial Prerogative, yours in Equality,
      Alto Feytor Saroon'din, Leader of the Stormcloud Conglomerate, the Seaquake
    • Build a Monument - Ezcorher's Memory (2/5)
      As Huurjan'oak's plan is to create a series of monuments, telling a story of the rise from a single group of Gotezhar, to the Builder's Union it became, and then finally, into the Stormcloud Conglomerate that it is today, he starts with what little is known of the history of the Gotezhar: the Progenitor. The mini-monument is sculpted to look like a small mountain, with buildings of fantastical origin along the side, and then at the top, an ancient version of a six-limbed Gotezhar, inside of a glass bubble full of air, even in the depths of the ocean. It takes time and skill, but compared to other projects, it goes a lot faster due in part to the scaled down size. Additionally, it is a testament of Gotezhar Builders to be able to create something like this in only a few short years.


    Spoiler: News and Rumors
    Show

    • Saroon'din's wife, Flordemar, and their two children continue to thrive. Saroon'din is apparently attempting to select a place for the new capital of the Conglomerate, but there are far too many factors to consider when selecting a capital. Yet, there are bureaucratic issues with keeping the majority of what once was the capital on a moving vessel. For now, the best decision is to maintain the situation, but build things up further. Perhaps... New Korasoon?
    • Kora'sin and Huurjan'oak are Saroon'din's closest brothers. At the age of forty - around the year 81 - are finally both settled down and having kids of their own.
    • Druthtu'o (Druth), at the age of thirty-seven, is starting to consider whom to marry his children off to.
    • Proj'eto, Shbuul'walg, and their friend the honorable Joontar Osinal have turned into a bit of party animals, and though they take their work seriously, they still find time to relax.
    • Joontar Osinal, with permission, spends time researching the strange ability for the Mer of the royal family to have Bolya. As it is nearing time for Osinal to be considered Profundus, he also wonders if the older Mer with this ability will expand and evolve...?
    • The Gilded Crew is not unwelcome within Conglomerate waters, so long as they are not there as raiders. In fact, the rumors are that Alto Feytor Saroon'din is actively seeking a way to help them no longer need to be raiders.
    • Rumors begin to swirl that Saroon'din is thinking of passing along the Feytor title to his daughter...



    Spoiler: Ruler Information
    Show

    Feytor Saroon'din, The Seaquake D M E F I
    Current 10 10 10 4 5
    Rolled Stats 3 4 4 3 3
    End of round 18 1 1 0 0 0
    End of round 19 1 2 0 0 0
    End of round 20 1 1 1 0 0
    End of round 21 2 0 1 0 0
    End of round 22 1 2 0 0 0
    End of round 23 1 0 0 0 0
    End of round 24 0 0 1 1 1
    End of round 25 0 0 1 0 1
    End of round 26 0 0 2 0 0
    End of round 27 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +2 Faith


    Spoiler: Book Keeping
    Show

    Units: (13 / 30)
    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 - Fort Kagado, Region 169 (Built, Not Owned)

    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)
    Gotezhar (138) to Splendid Miru Miru (153)
    Treasure (15 / 17)

    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.
    Army Administration
    Each Fortress in regions controlled by a liege, vassal, or self reduces the effective distance of that region as part of an army's path for distance loss purposes by 1 region, after all other modifiers are applied - this can cause the region to effectively reduce the total distance, but this does not stack if a path crosses a given region multiple times.
    Death Commando Conditioning
    Indah's Embrace
    Papershell Draft-Cuttle
    Scrying
    Megafauna Caravans
    Oxygenating Implantations
    Adventuring Parties, Blood Algae, Combined Arms Integration, Joined-Stalk Companies, Mitochondrial Regulation, Reanimation Colonies, Seeker Barnacles, Toxic Filtering, Traveling Scholars
    Artful Acquisitions, Ennean Professionalization, RADIANT SPHERES, Battlefield Scavengers, Reactive Refining, Deepwater Survival Systems, Hot-Blooded Hemovores, Crimson Cuirasses
    Restricted by Treaty: Toxologist Training, Osteo-rebar
    Last edited by Gengy; 2023-06-30 at 08:08 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

  7. - Top - End - #697
    Pixie in the Playground
    Join Date
    Oct 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Peacekeepers of Surunung
    Round 27

    Rahakera (155), Jyorjyuh (159), Neralam (160), Bertu Kuasalam (193)

    Leader: Umbral Mistress Parapasa Kuasa
    Diplomacy: 10
    Military: 10
    Economy: 2
    Faith: 10
    Intrigue: 3
    Expected Stat Gains: ECO +1


    Actions
    1. DIP - Sway Clergy in Region 159 with Radiant Indah's Cultural Identity. Rolled 21 with TN of 12: Success.
    2. DIP - Sway Clergy in Region 161 with Radiant Indah's Cultural Identity, using Anoxic Adaptation to access the region and Papershell Draft Cuttle to negate distance penalties due to brackish borders. Rolled 19 with TN of 12: Success.
    3. ECO - Buyout Trading Post 163.2 with LSD's ECO stat via Cartel Organization and using Bioluminescent Navigation and the Compass of Kelamati to access the region. Rolled 14 with a TN of 12: Success.
    4. ECO - Make a tribute to the Alligator Snapping Turtle of Homing Anemone Steaks and flesh, sacrificing 1 unit in hopes of appeasing or swaying the Titan.
    Spoiler: A titanic offering
    Show
    Initially, Parapasa and the Peacekeeper's Assembly called for the destruction of the Alligator Snapping Turtle by any means necessary following the havoc it had caused in the seas of Neralam, wiping out a large segment of the region's economic sector. The turtle had seemed to have gone dormant, hiding somewhere in the depths of Neralam, but recent rumored sightings of the titan began to concern the Peacekeepers who proceeded to call for the authorization of a strike force to hunt down and eliminate the turtle. However, Parapasa's Keja advisors seemed to have another idea, and proposed to pacify the turtle instead with a tribute of food and live sacrifices. Perhaps it wouldn't sway the turtle into aligning itself with the Surunungese regime in believing doing so would gain it more tributes, but at least it would quell its hunger for a while so a more proper response could be prepared to deal with it once and for all. Parapasa reluctantly approved of this plan and arranged for a mountain of homing anemone steaks to be transported by a largely unarmed Kejatara legion (consisting of mostly elderly soldiers who would soon be discharged anyway) on a one way trip into the black abyss of Neralam. The chosen Kejatara listened to the Nangka's songs one last time and were filled with blind dutifulness, proceeding to descend into the darkness with the steaks and disappearing from the view of the onlookers above, never to be seen again.
    5. FAI - Convert Holy Site 8.1 to Radiant Indah using a cultural identity for conversions and with region owner support. Rolled 13 with a TN of 12: Success.

    Non Actions
    1. Allow TIMA and GREG units to pass through SUR territory.
    2. Permit any buyouts or Mercantile Support sways/impresses by TIMA and GREG members and any conversions of Holy Sites to Radiant Indah, resist all other foreign actions in SUR territory.
    3. Accept any incoming technologies or resources via Cultural Exchanges and Trade Routes.
    4. Spy non-action.

    News and Rumors
    Spoiler: The Growing Resistance to the Parapasa's Rule
    Show
    Parapasa's project of converting all of the Peacekeepers' seas to Radiant Indah was at least nearing completion, with the last holdouts being the Cult of Diverse Opinions in Jyorjyuh and other heretics in the remote region of Bertu Kuasalam. Wielding so much popularity amongst the local population of Rahakera for reintroducing a sense of purpose brought by Radiant Indah to the Rahaa, Parapasa continued to make overt moves to further consolidate power. While this has largely gone uncontested by the Rahaa, Jyorjans and Neralamese have been much more apprehensive about these changes. The number of Peacekeepers sitting on the assembly had steadily declined as Parapasa dissolved positions assigned to rival Pertlanic and Bertuagan clans and the idea of a stronger, farther reaching government was inherently distasteful to many Jyorjans. Small resistance groups began to form, but the large standing Surunungese army easily quashed these tiny popular uprisings. However, one particularly notoriously slippery group was the Cult of Diverse Opinions, which after witnessing the religious homogenization Parapasa was instilling on Surunungese seas, concluded that Parapasa was a supremely powerful demon that was having lesser demons possess the followers of Radiant Indah en masse, and needed to be destroyed by any means necessary. As such, the cultists began to make plans for such an endeavor.
    Last edited by Czard; 2023-07-03 at 12:05 AM.

  8. - Top - End - #698
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread




    Cherry Blossom Compact

    World Garden Administrative District

    SKR

    MRK, the Chronicler

    10 Diplomacy
    8.5 Military
    7.5 Economy
    6.5 Faith
    7 Intrigue


    Diplomacy Attend CCA event.
    Sub-action- receive Para Para Bunkers from MIR
    Sub-action- pass Crystaline Biocompensators to MIR


    MilitaryRecruit Unit, get a second try on the Buyout
    We need to defend ourselves! The Pfith do not respect the weak, and this action will further the power of MRK


    Economy Finish colonizing Rilanto Pass 1/3
    Economy Finish colonizing Rilanto Pass 2/3
    Economy Finish colonizing Rilanto Pass 3/3. Build a new holy site for Sakurado.
    We will consolidate this outpost, as it is both a great opportunity and at great risk.

    Economy Buyout Hateshear fabric roll
    We need fabric, as uncouth as it is to admit. Hopefully, we can fight through the ice with help.

    FaithCreate Holy Order in Dashasham
    Attacks on our capitol cannot be tolerated!

    Non-Action: Return the Nacres' ship. It seems the Chelonians don't want us, after all

    Non-Action:
    Spoiler: PRS: The Cathedral City: 5/5
    Show


    The Holy Order of the Sentinels of Saint Egnatia were formed in response to the growing predation of outside powers after the fall of the DNA holdfast. Plans were made to rebuild the Holdfast, but they remain on indefinite hold. In the mean time, the region has been sacked by Reavers and attacked by other powers, with different degrees of success.

    The Sentinels are neuter and also take the function of police and tour guides in this popular tourist destination. It was decided the neutral enhanced sensorium was the most useful of the three Hermit Crab sexes for crime fighting amd strictly defensive fighting.

    The Sentinels use distinctive navy body paint and wear stun-anemones that help support schools of fish that are linked to MRK to provide quick communication and support from authorities. These fish are a bright white and luminescent, while the anemones are red and also luminescent. The flashing red and white colors of these servitor animals is very noticeable, and helps advertise their presence to the public.

    This civil law enforcement body is a social experiment withour clear parallel in other societies, but is in keeping with the reforms of MRK, who follows St. Marcion's philosophy of devolving power to technocrats and relying on written laws over the subjective leadership of autocrats.

    MRK reports a marked reduction in violence and general crime since the implementation of the Sentinels, but they are not without detractors. The Pfith delegations resent their interference, and the Costa Sereians that run the markets prefer to rely on their own guards. And many are dubious of MRK self reporting the results she wants without any 3rd party confirmation.

    Either way, the Gleaming Twin Cities of Macropolis-St Psaul is kept safe and orderly by the Sentinels, and they are likely to stay...


    Non-Action: Provide Barnacle Glue (high-tensile adhesive for construction) and Fruiting Mangroves(solid stage fuel boosters) to DNA.

    Non-Action: ask the CCA for a favor and spend 1 treasure to soothe the Unruly Merchants of The Dekapoloi.

    Non-Action: accept all gifts, expecting Phosphates from GTZ and a trade route with PGL

    Spy Action: ???


    Stat growth: +2 Econ, +.5 Military, .5 Faith

    10 Diplomacy
    9 Military
    9.5 Economy
    7 Faith
    7 Intrigue
    Last edited by Feathersnow; 2023-07-03 at 05:23 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  9. - Top - End - #699
    Pixie in the Playground
     
    MappyPK's Avatar

    Join Date
    Aug 2022
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Splendid Miru Miru

    Round 27





    Capital: Aniwana (153)
    Additional Regions: Region 147, Region 148, Oka Oka Okale (149), Parikao (150), Hiahia Ika (151), Wakamarumaru Marama (152)
    Cities: Kanapa (153), Karapu Karaihe (150)

    Leader: Aue Aue, First Teacher of the Plutocratic Republic of Splendid Miru Miru, President of the Splendiferous University, and CEO of BioGraft Enterprises and Golden City Tours
    Diplomacy: 5
    Military: 10
    Economy: 10
    Faith: 2
    Intrigue: 1
    Expected Gains: DIP +1

    Standard Actions
    1. Diplomacy - Present Dissertation. Spend 4 treasure (+3, increase to 2d8). Success!
      It seems Aue Aue's presentation entitled Aqueous Wastes Habitats as Drivers of Unforeseen Splendor has caught the attention of the Divine Nacres, thoroughly impressed by his succinct yet elegant statistical models and wide variety of patents.
    2. Diplomacy - Attend the Firstreef Celebration.
      - Give Paru Para Bunkers to HEX and SKR.
      - Accept Crystalline Biocompensators from SKR.
    3. Military - Construct Whalefall Coral Walls in Aniwana (153) with "blatant disregard for worker safety." (1/2)
    4. Military - Construct Whalefall Coral Walls in Wakamarumaru Marama (152) with "blatant disregard for worker safety." (2/2)
    5. Economy - Special 10 - Create Technology: Paru Para Bunkers.
      Spoiler: Paru Para Bunkers
      Show
      Prerequisites: Photospore Signalling
      Effect: Allows for the creation of Wastes Outposts as an economy/faith/military three-action project. These actions occupy a specialized ship.
      Fluff: Years have passed since the scientific breakthrough known colloquially as the Deepwater Survival System. Since then, major advancements have been slow, with the Miru government pushing its funds toward the exploration of the waste seas. Eventually, however, Professor Paru Para of The Blubba School of Expeditions and Depths releases his newest invention: a self-sufficient structure with many waterlocks and filtration systems that can support a small number of researchers and laborers even in far off hostile environments, such as those of the Wastes. Generally composed of pressure-resistant glass molded into one or more vertical cylindrical tubes atop a stone foundation, these structures are usually comprised of multiple floors, each for its own purpose (most commonly, a treasury, housing, research, and a dockyard modeled off the one at the Splendiferous University, but sometimes modified to include a place of worship or other unnecessary vanities). The architecture of the structures, known as Paru Para Bunkers, is extremely precise and quite costly, but the economic and scientific benefits of manning one of these stations cannot be overstated.
    6. Economy - Buyout TP1 in Region 148 for Slime Technicians. Success!


    Non-Actions
    1. Spy non-action.
    2. Send GTZ Decor via Trade Route to satisfy Luxuries DI. Send Paru Para Bunkers. Receive Gotezhar Professionalism.
    3. Send CYP Paru Para Bunkers. Receive Conscious Colonies.
    4. Spend 1 treasure to record observations on the region north of 143.
    5. Allow members of GREG and GTZ to move units through Aniwana if necessary.
    6. Activate the Eternity Trowel on Present Dissertation. Designate Oka Oka Okale (149).
    7. CCA - Good Names Go to Wastes - Create Cultural Exchange with the Quiet Storm Trifectate.
    8. CCA - Good Names Go to Wastes - Suggest the name Patu Rakau Roa (lit. "Long Stick Killer") for W16.
    9. DNA - Contribute Mercenary Retainers to "Star science 4 Fish & Friends!" directly to the nearest Nacres base.
    10. Resist all buyouts, sways, and any conversions not by the Way.
    11. Complete the Monumental Undertaking...


    News and Rumors
    • (Ongoing!) Visiting Professors...
      Spoiler: Foreign Talent Requested
      Show
      With the astounding success of the Splendiferous University, President of the University Aue Aue decides it is time to hire a much larger faculty. Indeed, the Taikan students have been clamoring for greater diversity in terms of course offerings. The most efficient way to accomplish this, thereby increasing the satisfaction of the students and the amount students are willing to pay in tuition fees, would be to hire foreign talent. In collaboration with the government, Aue Aue sends out a job listing to all nations in contact with Miru Miru, promising high pay, strong benefits, and opportunities for research funding.

      For more information on the University and the general content areas it teaches students, see here.





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

    Treasure = 8 - 4 = 4 + 3 (income) + 1 (mamomachines) + 1 (heir to phaeon) = 9


    Spoiler: Miscellaneous
    Show
    Monumental Undertakings:
    1. The Statue of the Bubble Bender (3 actions)
    2. The Aniwana Mall (5 actions)
    3. The Clinics (3 actions)
    Last edited by MappyPK; 2023-07-01 at 10:58 PM.

  10. - Top - End - #700
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    Tremble, ye lesser beings! For you read here the story of...
    The Ornzol Superiority!

    Round 27

    Ruler: Chief Scorner Or’mitet'ol Wide-Eye

    Ruler Stats Round 27:
    Diplomacy - 2
    Military - 9
    Economy - 6
    Faith - 2
    Intrigue - 7

    Actions:

    1. [Military] Raise Unit.
    2. [Military] Raise Unit.
      Although the campaign to the waters northeast of Ornzol has been a success, the forces lost must be replaced. Conscription efforts will begin immediately.
    3. [Military] Impress Aristocracy in 198. Settle veterans for +2. Spend 1 treasure. Success! (Roll)
      To prevent chaos, leading Ornzol military figures will speak to the leaders of the newly conquered region and make clear to them the benefits of co-operation with the Superiority... and the potential costs of not doing so. Existing forces will be stationed locally, to ensure that the message gets through. Likewise, lavish gifts will be bestowed upon all members of the existing power structure who are willing to co-operate.
    4. [Economy] Continue developing the colony in Scorners' Rest. (2/3)
    5. [Economy] Complete development of the colony in Scorners' Rest. (3/3)
      It's a damn tough life for the folks of Scorners' Rest. With the attention of the Ornzol government directed towards the new conquest, and without administrators demanding constant progress updates and interfering with local autonomy, trade blossoms. Conditions are still harsh, but the residents breathe a little easier, their unique perspective on Ornzol philosophy allowed to grow and develop.


    Ruler stats increase: +1 Military, +1 Economy

    Non-Actions:
    • Resist all actions that can be resisted in all available regions.
    • Make all owned regions hostile territory for outside forces.
    • Spy non-action.
    • Submit a name for Good Names Go To Waste (Subtropical- W6): The Mountains of Eternal Rest
    • Begin a Monumental Undertaking: The Binding Hall (1/5)
      Although their culture seems to be extremely un-nuanced from the outside, the Ornzol have a long scholastic tradition. Though they are reticent with outsiders, some details have percolated outwards over time, such as the Great Enemies. The myths of the Ornzol speak of the Great Enemies, legendary demons who united the Orn and Zol in desperation and forged their undying alliance. Each demon carries a metaphysical attribute that the Ornzol seek to avoid, though what this means varies between the demons and is subject to debate among Ornzol scholars.

      As a testament to the power of the Superiority and the strength of its unification, the Chief Scorner has commanded the creation of an immense hall where these Great Enemies will be symbolically slain in turn, there to be bound for all eternity. Although the construction of the hall is a feat in and of itself, it is of relatively little interest; more interesting is the slaying and binding.

      First to be captured is the Great Enemy called Self-Deception, fifth and least of the demons. A library is built in the first chamber of the great hall, filled with all the drivel and self-aggrandizement in the literature the Ornzol could collect from scholars across the rest of the world. After containing them in a central area, every copy was meticulously read by ritually purified scholars. Each would then formulate a response noting all the failings and weaknesses of the original work, after which their response would be formally recorded, and the original document was then comprehensively destroyed- smashed, torn, wrecked, and generally damaged beyond all repair or readability. At the end, a pile of detritus was left at the centre of the chamber, surrounded by shelves upon shelves of insult-craft aimed at shattering the illusions of the self-deceiving, that they might learn better and be more true to themselves. All are welcome to come and see the Library of Lies, though outsiders may be charged a fee for the privelege.


    News & Rumours:
    • The Siblings of Silence have gone, er... dormant. After the initial spike of activity, there have been no new sightings of cult members within Ornzol, though rumour and speculation abound. Perhaps most worryingly, a rumour of unknown origin reports that there may be sympathy for the cult in the very highest levels of the Ornzol government. The government has denied this, but quietly, searches have begun.
    • The attempted attack on the Chora is, officially, not an action of the Superiority, but the Chief Scorner wishes to state that Ornzol citizens are free to act on their own recognizance against external threats and that they endorse the perception of the Chora as a threat. "No-one is that nice," reads the official statement. "They must be hiding something."


    Ruler Stats for Round 28
    Diplomacy - 2
    Military - 10
    Economy - 7
    Faith - 2
    Intrigue - 7

    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

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

    Cultural Exchanges
    None

    Cultural Identities
    None

    Controlled Regions
    40, 198, 199


    Military
    Spoiler
    Show

    Units: (Expected Change: None)

    Aristocratic Support
    40

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    Razor-Current Netting: +10% enemy casualties and +1 to maneuvering if attacking with foothold or defending, requires: Composite Grafting, Glass (Inactive). Fortifications
    Supermarine Artillery: +1 to battle and maneuvering in depth 0 regions, requires: Giantsbane or Fertilizing Seeds, Supernatic Propagation, Photospore Signalling (Inactive). Dropped Weaponry


    Economy
    Spoiler
    Show

    Treasure: 3 (Expected Change: None)

    Mercantile Supports
    40

    Trade Posts
    Total Owned: 3 (Expected Change: +1)
    Effective Total: 5 (Expected Change: +1)
    40.1 Ornzol Scorners
    40.2 Ornzol Scorners
    42.2 Leafy Lumpfish
    198.2 Transparent Toadstools

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Photospore Signaling: No mechanical effect
    Composite Grafting: No mechanical effect
    Supernatic Propagation: No mechanical effect
    Trophic Deconvolution: No mechanical effect
    Megafaunal Tailoring: No mechanical effect
    Graduated Symbiosis: No mechanical effect
    Bioluminescent Navigation: Access Depth 1 regions, requires: Photospore Signaling (Permanently Active)
    Filtration Grafts: Cross red borders, requires: Composite Grafting, a Filter Feeders resource (Inactive)
    Mitochondrial Regulation: Cross black borders, requires: Graduated Symbiosis, a Food resource (Active, Leafy Lumpfish)
    Anoxic Adaptation: Cross green borders, requires: Composite Grafting, Trophic Deconvolution (Permanently Active)
    Electrodialytic Staurozoa: Ignore increased distance penalties on blue borders (not distance losses) (No requirements, Permanently Active)
    Papershell Draft-Cuttle: Ignore increased border cost on green borders for distance losses; +1 to prospect in depth 0 colonies, requires: Supernatic Propagation, Anoxic Adaptation (Permanently Active)
    Travelling Scholars: Roll and drop an additional d4 on non-dynastic ruler turnover, requires: Talented or Knowledgeable Labor (Active, Ornzol Scorners)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 0

    Clerical Support
    40

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    40 - Historicity

    Last edited by Silent_Interim; 2023-07-02 at 08:15 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  11. - Top - End - #701
    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 53, 55, 62, 63, 64, 65, 75 and 77
    Capital: Glacier Crag, Region 77
    Faith: The Blossoming Sequence
    Turn 27


    Nedir, the Frozen King and Voice of Harmony

    Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 (Lyric - 10, Passion - 10)

    Actions:

    1. [Economy]: Economy 5 special: raise a City, Pale Canopy, in Yor-Sul Depths (Region 64) with +1 bonus to Buyouts

    2. [Diplomacy]: Press Claim on Separatum Corporate Holdings (Region 59)(Roll: 18. Success!)
    - As the madness of the Gate finally abates across the polar seas, the adherents of the Blossoming Sequence celebrate across the Separatum Corporate Holdings, drawn into an atmosphere of merriment at such a threat to Harmony being finally vanquished for once and for all. Finding herself unexpectedly looked at for guidance thanks to her leading position within the local branch of the Blossoming Sequence, Pearshell Deva seizes her chance and goes on to discuss the benefits of the region being covered by the Hegemony's umbrella with the management of Separatum Corporate Union. Eventually, a deal is struck: the region will fall officially under Hegemony's jurisdiction, and the Frozen Court will allow the Union to run things within their dominion as they always have. It is, as one might say, only good business.

    3. [Lyric action - counts as Diplomacy]: Convert Holy Site 1 of Region 203 to Blossoming Sequence (Roll: 13. Success!)

    4. [Faith]: Convert Holy Site 2 of Region 203 to Blossoming Sequence (Roll: 16. Success!)

    5. [Faith]: Convert Holy Site 3 of Region 203 to Blossoming Sequence (Roll: 16. Success!)
    - The expedition to the inhospitable southern wastes has uncovered something of critical importance to the Nathi as a people... but now the true task opens up before them. The pantheon of old gods and past Frozen Kings demand appeasement for perceived slights, and Blossoming Sequence having been adopted by Kar-Nath Hegemony in place of Voice of Jaarn certainly counts as a major one. There is only one hope for there to be a peaceful solution and return of Hegemony's old benefactors: for the philosopher-king to finish what he started and find Harmony between mortals and gods.

    Spoiler: A faith reforged
    Show
    In the place closest to the eternity that Nathi whisper of in their old tales, the Frozen King stands, unbowed by the pressure that direct attention of many incomprehensible beings forms around him. The water visibly distorts somewhat around him as his tail swishes serenely in figure eight to keep him perfectly still in place, rimestone links upon him shifting slightly with the currents. Attention of many mortals is likewise upon him, many of the faithful of Blossoming Sequence having made the pilgrimage to the land of ancient myth to witness this moment.

    As all present quiet down under the strange light of crystal spires, Nedir begins to speak.

    He speaks of the old ways that he has long gathered the specifics of from the most ancient of adherents and venerable of records. Of the pantheon of divinities once worshipped by the Nathi as a whole, and of the former Frozen Kings whose achievements brought them a place with their gods upon the end of their rule. These ways, he explains, were necessary. The Hegemony required the boons offered by their gods to survive: the surrounding waters, unknown and hostile, offered little for the inhabitants of Glacier Crag. But now, they can no longer be the entire focus of his people.

    Kar-Nath Hegemony looks beyond its borders now more than ever, battling threats near and far, making allies of polities none of them have heard of before. For this, the faith of the Blossoming Sequence with its reverence of natural ebb and flow of life and death has been a welcome guide. Less focused on quirks of singular divines, offering comfort to many peoples without distinction. Still, it is not a perfect answer for his people either: the Sequence itself offers little in way of concrete beliefs, no answers to many questions. It is simply a framework that has been proven true, but unfilled. A smooth slab of stone, uncarved and not yet the monument it should be.

    These two sides of beliefs need not be opposed. They do not war against one another.

    The Voice of Harmony of the Nathi people has studied nature of divinity: from old records of Deep Blue, to Titans, to faiths of other nations and their tangible effects. Last pieces to his own hypothesis were confirmed by his discussions with Mawbel and studies of relic left behind by the Riftlings, and they simply make sense with his tangible connection to the All-Song:

    Gods are as part of it as everything else.

    Figures embodying concepts, great minds spanning multitudes of bodies, or simply Titans of unparalelled might... no matter their form, all life eventually connects to the tapestry of All-Song, whenever they are aware of the fact or not. As such, the divine and honored ancestors could easily act as guides of matters beyond strictly material: they are either halfway or all the way to layers of reality most of Hegemony's inhabitants could not even imagine, after all. Would that not be a position they could accept with pride? Adulation and worship of their subjects would hardly diminish even if the belief in the old tenets of Blossoming Sequence would continue: rather, the two would simply form a greater, smoother whole.

    A Regal Sequence, cycle of life, death and divinity everlasting.

    To seal such a covenant, Nedir offers himself as forever mediator between the material and immaterial, being willing to sacrifice much of his potential power as a potential ancestor deity. In exchange, he will lead the council of past Frozen Kings, above whom will sit Greater Divinity. The Nathi shall have their aid, the divine shall have the worship they need to retain their strength, and the teachings of the Sequence shall carry on in this new shape.

    Would such not be an amicable agreement between them all?

    6. [Intrigue]: [Secret Action]
    - Words are exchanged, plans made, situations considered. There is much to do yet to secure the seas.

    General notes:
    - if KNH has spent 3 treasures this round, they regain 1 via Mamomachines technology
    - KNH gains 1 unit at start of round if they hold 8 aristocratic supports or more thanks to Ennead Professionalization technology
    - KNH gains 1 unit from Passionate Harmony if they perform both Military and Faith action during same round
    - KNH gains free Seek Aid from Lyrical Harmony if they perform both Diplomacy and Faith action during same round

    Non-actions:

    Constant:
    - Automatically accept all trade routes, cultural exchanges, gifts, etc from other players, Automatically defend against any unauthorized buyouts/incursions/etc.
    - All KNH's prisoners are kept in Glacier Crag to benefit from Order of Chain Warden's extra protection against secret actions. (Current prisoners: SEN general Balelia)
    - Allow GRV and ESP armies free passage through KNH lands and grant both polities free reign to perform projects in KNH lands. Treat all other powers currently as hostile.

    A. Create a monument, Altar of the Depths, in Region 63 (1/3)

    Spoiler: Old adherents resurface
    Show
    The Followers of Deep Ways: a band of mystics, faithful and some might say cultists. The Followers pursue faith that most of the Hegemony has long since abandoned or forgotten, their rituals and prayers seeking power, knowledge and protection from beings that dwell in the deepest reaches of the seas... and not just Polar seas either. Few in number now with their Temple having long since turned towards spreading of the Blossoming Sequence, they have remained mostly dormant, finding and training new adherents while strenghtening themselves subtly inside society. And now, with growing instability and threat of monsters, they see that their time has come again.

    Of course, a faith with no grand places of worship or impressive ceremonies is hard-pressed to compete with majestic practices of long-established ones. With that thought in mind, the Followers congregate in Redselle to re-establish themselves in a region with plenty of merchantile activity to disguise their presence. And then, they begin to build.

    The planned altar is designed underneath the opulent city of Zivia, network of tunnels connected to grand underground chamber taking much of the construction time at this early stage. Eerie purplish glow of specifically bred lantern-squids gives the construction a haunting appearance even at these early stages, Followers moving about with feverish urgency. The monoliths that will eventually come to hold secrets and rituals both are being hauled down into the secret construction site, smoothed out by reverent mystics while a constant, soft hum fills the space.

    Seas have turned away from true knowledge for far too long. The true ways must be preserved.

    B. Spy Action

    C. Start an event - Summit of Skill (Can be hosted without an action thanks to PRS rank 4)
    - Having churned out its first full graduates recently (General Tiny of the Magramacci among them, much to the sheer bafflement of several instructors who had to deal with a student more maw than fish), the Polar Institute of Warfare seeks to bring further attention to its existence with a spirited competition.

    Spoiler: Event subactions
    Show
    - Give promised rewards to the highest rolls in competition.
    - Trade GTZ Advanced Cooking, Big Rocks, Crystalline Biocompensators, and Multi-Pigmented Photospores in exchange for Army Administration, Deepwater Survival Systems, Gotezhar Professionalism, and Sojourn Suits
    - Trade CYP Advanced Cooking and Mobile Subdivisions technologies in exchange for Osteo-Rebar and Cognition Colonies technologies
    - Give ESP the following technologies: Advanced Cooking, Adventuring Parties, Crystalline Biocompensators, Holographic Certification, Hot-Blooded Hemovores, Mobile Subdivisions, Multi-Pigmented Photospores, Papershell Draft Cuttle, Scrying, Seeker Barnacles, Sulphurous Secretions, Toxic Filtering, Traveling Scholars, Big Rocks, Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery and Toxologist Training
    - Accept Memetic Cohesion and Throat Of The World technologies from ESP

    D. Help bury the legal case against Gwyneth Minnow, using the reward to progress The Hungry Deep solution of Region 189 decontamination
    - Legal scholars from certain well-connected noble families are in place to quickly settle the unfortunate misunderstanding involving the beloved wellness guru Gwyneth Minnow out of courts. Any requests for comments are declined.

    E. Compose Artistry (Roll: 18. Success!)
    - As his time to rule draws to a close, Nedir is left with no opportunity to finish his work into working the harmony of All-Song into artistic forms...but he leaves behind plenty of scrolls on the subjects, new songs composed and ready for his successor to look into. Even if the singer changes, his tune will still continue, eternal.

    F. Place the Chain of Kings and Mother’s Favor within Guild of God-Binders (a Holy Order) in Pelegar (Region 65)
    - Seeing that the symbol of his office holds too much power over his people when not used during formal occasions, Nedir entrusts the safekeeping of the artifact to the God-Binders while it is not in use. The rimestone chain is given all due respect by the peculiar Guild, a small group of Master Binders accompanying it whenever it is not adorning the attire of the Frozen King himself. Similarly, the Mother's Favor is locked deep within the reinforced vaults deep underneath the Guildhouse, guarded day and night by a pair of assigned Battlemasters.

    G. Marshal Adaya shel-Girum ban-Liav retires, succeeded by her student Nelat of Iron Path (mechanically just a name change)
    - To the surprise of many movers and shakers of Kar-Nath Hegemony, the student of Marshal Adaya is indeed one of the Cyphiri people, far from home thanks to her prior studies with Abyssal Stewards... and now the private tutoring of Adaya. Although few object to her rise in rank to Marshal to replace her teacher, her exact rank is confusing for the Nathi, whose Path-bound traditions tend to often not consider the structures of other organizations from which they may recruit. Eventually, Nelat is considered to be part of "Iron Path", following the teachings laid down by Marshal Adaya, and ends up with her own officer cadre following her example.

    H. Good Names Go to Wastes, Round 4 - Suggest Sea of Silt for the name of W22
    - As naming the Wastes has become a worldwide affair, the noble lineage of Yarrow comes up with the name Sea of Silt for wastes formerly explored by the Medusae, aiming to capitalize on the prestige winning such a contest would create to bolster their standing within the Hegemony.

    I. Good Names Go to Wastes, Round 3 reward: form Cultural Exchange with KAT
    - Glad to see their suggestion win out from among those presented by the residents of Polar seas, the Hegemony gladly goes on to make contact with one of the newly emerged powers of subtropical seas.

    J. Ask Chelonian Chora for Song of Prosperity (-2 favors and -1 reputation) to form Trade Route with the Seatide Confederacy
    - The line of Frozen Kings has kept a wary eye on the Seatide Confederacy due to old trade disagreements for a good long while... but as his reign nears its end, the philosopher-king hopes for his nation to set aside old enmities to face future threats together with their neighbors. To that end, the King asks the Chora to bolster trade between the two polities, forming a solid trade route to allow goods and services to travel uninterrupted.

    K. Offer TP2 of Talented Crab Soldiery from Region 65, TP 1 of Adhesive Urchins from Region 62 and TP 1 of Rimestone from Region 77 to Divine Nacres for Star-science 4 Fish & Friends

    Spoiler: Lowest of High-tech
    Show
    The announcement of Divine Nacres' plans to build ships that'll go well above the waves and into the great beyond leave many Nathi intrigued, and with the relative stability of the realm's finances, resources from many of Hegemony's trading posts are shipped to the capital en masse. From there, they are sent onward further, each headed to a different destination.

    Talented Crabs are, while now gene-modified and trained in arts of war, still quite capable of managing other tasks as well. Intelligent enough to form a race that is debatably part of Hegemony's population in all but legal sense, these crustacean workers are offered a chance to take part in a project that will give them experience unlike that of any member of the Hegemony so far... and who knows, if their achievements are recognized by the Nacres themselves, perhaps their route to full citizenship will be open in full?

    When it comes to fuel, the trade across the seas has not yet stumbled across many substances that'd fit Nacres' exacting standards by themselves. It is well known, however, that living creatures contain energy: it is what keeps the ecosystem of the entire world turning, after all. As such, the scientists of the Hegemony work together with the newly formed Union of Separatum Corporate Holdings in an effort to process Adhesive Urchins into biofuel suitable for Nacres' purposes on an industrial scale. It is certainly not the most ideal solution, but the people involved regardless have high hopes: the adhesives and toxins of the creatures should be ideal for some exotic chemical reactions, and if they could only be harnessed properly...

    Finally, the holy Rimestone of the Hegemony is quickly identified as an ideal building material. Not only is it sturdy, but the ever-cold nature of the mineral may help counteract the great heat that strikes crafts climbing high enough to reach the lightless eternity beyond even the surface... or so the Nacres note. While some Nathi of sufficient smarts are occupied with learning what little of the advanced knowledge they can fully comprehend, convoy after convoy of Rimestone leaves out to Nacres' construction yards.

    L. Attend the Postwar Party

    M. A Little Coercion - Ask Divine Nacres to coerce TP 1 of Region 199 and TP 2 of Region 35, going 2 Favors into debt
    - While most of the Hegemony is focused on the discovery of the promised land and assisting their smaller neighbors, some scheme. The Followers of Deep Ways, oft forgotten minority faith, make series of deals with the Divine Nacres to secure additional resources. With contacts deep in Hegemony's nobility, the promises made by their representatives hold enough weight for the weakened Nacres to listen.

    N. Change Rulers - Icaru Vos, Frozen King and Voice of Harmony, replaces Nedir as the ruler of Kar-Nath Hegemony
    - As beloved and full of grand achievements as his rule has been, age and responsibility have finally caught up with Nedir, the enlightened Frozen King passing the right to rule onto a successor...a successor many are not certain he has done enough to prepare. As opposed to Nedir having been apparently carefully schooled by his predecesor, his own successor seems to have been spared of such rigorous measures, allowed to have wider view of the world than one focused upon his duties to his people alone. But is it good for a Frozen King to have a divided focus?

    It is certainly a question that weights upon many a soul within the frozen waters of the Hegemony...including that of the enlightened king himself.


    Spoiler: On Duty
    Show
    Text

    News & Rumors

    - The Frozen King has departed the mortal world! Nedir has supposedly ventured into the realm of the divine, his successor immediately moving to occupy the Frozen Throne. While the realm is melancholic regarding the departure of the philosopher-king, many are optimistic regarding the talents of his chosen successor. Well, many apart from the noble houses who would rather one of their heirs rose to the throne instead.

    - Concerned for The Draigiau Residuum Gathering suddenly beginning to move in on the Holy Sites preaching the way of Blossiming Sequence, the Frozen Court formally asks the Draig to move their efforts elsewhere. There is more than enough room for both faiths to co-exist without conflict.

    Leader improvements from turn 27:

    +1 Diplomacy, +1 Faith

    New Leader stats for turn 28 (Rolls here)

    Diplomacy - 8
    Military - 6
    Economy - 5
    Faith - 4
    Intrigue - 6

    Spoiler: General bookkeeping (Start of round 27)
    Show
    Regions: 77 (Capital), 75, 65, 64, 63, 62, 55, 53
    Military units: 7
    Treasure: 10
    Artifacts: Chain of Kings (+2 to Sway roll within owner's borders, once a round), the Sgimiwr Cyflym (+1 to Maneuvering and -2 to effective region count for Distance Losses, once per round)
    Specialized Ships: The Silvered Eye, The Tin Can
    Holy Orders: The Guild of God-Binders (Region 65)
    Reputation: ABS (2), CCA (3), DNA (1), PRS (4)
    Favors: ABS (3), CCA (2), DNA (0)
    Trading posts: 10 (Effective number: 11) - 2 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
    Maltreed - TP 1, 53
    Adhesive Urchins - TP 1, 62
    Talented Crab Soldiery - TP 2, 65
    Shells - TP 1, 30
    Sour Krill – TP 2, 80

    Trade Routes & Cultural Exchanges:
    COS - Cultural Exchange
    CYP - Trade Route
    DRG - Trade Route
    ESP - Trade Route
    GRV - Trade Route & Cultural Exchange

    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, Mamomachines, Megafaunal Caravans, Oxygenating Implantations, Anoxic Adaptation, Bitter Tourism, Toxic Filtering, Scrying, Sulphurous Secretions, Mobile Subdivisions, Crystalline Biocompensators, Papershell Draft-cuttle, Traveling Scholars, Advanced Cooking, Hot-Blooded Hemovores, Adventuring Parties, Holographic Certification, Multi-Pigmented Photospores
    Military Technologies: Razor Current Netting, Battlefield Scavengers, Crimson Cuirasses, Blood Algae, Death Commando Conditioning, Toxologist training, Devolving Standardized Integrations, Reanimation Colonies, Supermarine Artillery, Big Rocks

    Green = Powered

    Spoiler: Special actions used with current ruler
    Show
    Intrigue 5
    Military 5
    Military 10
    Diplomacy 5
    Diplomacy 10
    Economy 10
    Faith 5
    Faith 10

    Spoiler: Leaders & agents (Start of round 27)
    Show
    Leader: Nedir the Frozen King (Diplomacy - 10, Military - 10, Economy - 10, Faith - 10, Intrigue - 10 (Lyric - 10, Passion - 10))
    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 9)

    Others: Munda (Ambassador of the Hegemony), Rayn (Chieftain of Plains of Sarkenos, technically independent), Khrom (Pride of the Legions), Pearlshell Deva (Student of Blossoming Sequence and old ways), Parts-Waters (Unin Floatsinking Gold Fish winner), Acid-shell (Nathi Wastesailer, Gold Fish winner), Araid the shell-cracker (Nathi Swordfishing Gold Fish winner)

    Historical: Frozen King Rham (Frozen forever in Rimestone ice, as per ancient Nathi tradition), General Kreel (Died on a campaign. Brought back to life by the Gravetenders)
    Last edited by Grim ranger; 2023-07-03 at 01:04 PM.

  12. - Top - End - #702
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
    Location
    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca VI
    Diplomacy: 7
    Military: 6
    Economy: 9
    Faith: 5
    Intrigue: 5

    Actions round 27:

    [1][diplomacy] sway merchants region 192 (TN12, add 1 treasure, +1 PRS 2, +1 faith bonus, 2d8 faith bonus) 19, success
    [2][diplomacy] attend CCA Event
    -subaction: accept tech from MIR (Paru Para Bunkers)
    [3][Faith] Convert HS 35.1 to Uplift Reverence (TN12, add 1 treasure, -1 distance) 11, failure
    [4][Faith] Convert HS 35.2 to Uplift Reverence (TN12, add 1 treasure, -1 distance) 9, failure
    [5][economy] rebuild TP1 region 30 (2/3)
    [6][economy] rebuild TP1 region 30 (3/3)

    rolls

    Non Actions:
    -resist all sways/sacks/buyouts/attempts to destroy Org Bases/... unless otherwise noted
    -SPY: Lady Atyoida gets gene grafts from DNA (1 favour, character occupied for turn)
    -hunt Abalone meat in region 33
    -Assistance in the Depths (ABS): keep 3 units to help
    -Spent DNA favour to gain +1 rep (1->2)
    -offer Spinecrab as labour for Star-science 4 Fish & Friends! (DNA project)

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+City (carapace armour)
    region 4: TP1+TP2 (Eye Weed)
    region 7: TP2 (artifacts and treasure)
    region 12: TP2 (Crystal Chips)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 15: TP1 (granite slabs)
    region 23: TP1+TP2 (glisterprisms)
    region 28: TP1 (Tiny Turtles)
    region 29: TP1+TP2 (Spinecrab)
    region 35: TP1 (Sphyraena Fist-At-Fins)
    region 153: TP3 (decor)
    region 161: TP1 (Flowersalt)
    region 192: TP1+TP2 (Magnetite Flowerstones)

    Passive income: 3/turn

    Units: 12/16
    treasure (EOT): 11

    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
    Sulphurous Secretions
    Hot-Blooded Hemovores

    Favors:
    owed:
    gained:
    -Abyssal stewards: 0
    -The Divine Nacres: 5
    -Chelonian Chora: 3

    New stats
    new stats
    Diplomacy: 7 +1
    Military: 6
    Economy: 9 +1
    Faith: 5 +1
    Intrigue: 5

    Organisation reputation
    Abyssal Stewards: 3
    chelonian chora: 2
    divine nacres: 1
    international prestige: 3.1

    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. Each 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

    -The rules of succession have been adapted. The Kingship is now passed to the eldest child, not the eldest boy.


    Spoiler: Economy
    Show

    -Using different techniques, the Hymenocera keep nurturing the branch coral in order to be able to export more of it.



    Spoiler: Diplomacy
    Show

    -Now the region was fully integrated into the Expanse, it was time to get extra clergy and a merchant guild into Raninoida. While the priest-scribes took their sweet time, the merchant guilds acted more quickly and moved in to get an extra guild set up.

    -With the Chelonian Chera asking their presence, the Hymenocera send Leontocaris, brother to the King, with a delegation of diplomats. A company of the Royal Lancers as well as the usual priest-scribes and merchants will accompany the prince of the blood.



    Spoiler: Military
    Show

    -After integrating Atharis into the Expanse, they also integrated their military into the Expanse army. Given that the region had very fast mounts, it was logical that the unit would be a cavalry unit, the 6th regiment cavalry "Sharpfins".

    -The Nacre implants have rejuvenated General Odonto, who will now look forward to more years in service.



    Spoiler: Organisations
    Show

    -Brigadier general Ergahon of the engineers is still helping out the Abyssal Stewards with their excavations, although the 3 orignal regiments have rotated back home and some fresh regiments have been send.

    -The Hymenocera are always interested in new things, so when the Nacres started building something new and interesting, they were glad to help. While they didn't have many of the resources needed, they could offer the strong backs of their Spinecrab to haul big loads.
    Last edited by farothel; 2023-07-02 at 04:09 AM.
    Clacks-Overhead: GNU Terry Pratchett

    "Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
    "I will not yield to evil, unless she's cute."

  13. - Top - End - #703
    Halfling in the Playground
     
    Lumaeus's Avatar

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

    Organization Actions

    Round 27



    Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization. Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions.
    Abyssal Stewards

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


    Actions:
    1. [Opportunity] A Blanket for Tad [0/5] - Tadgceallachmarix has been bested thrice and sore wounded. He has retreated to the frozen depths of Aelwyd Alferiad, there to sleep and heal and dream bitter dreams until he wakes restored in mind and body. Those who wish to make sure his long rest is comfy can craft a truly enormous blanket for him.

    Astute listeners can understand that hidden cleverly between the lines is the real sentiment: there’s a big old not-quite-but-maybe Titan that’s gonna come back some day. Let’s make sure that day is far, far away. The Stewards will provide the metal for the nice soft blanket, and no one will check your pockets so long as you aren’t magnetic.

    (Opportunity: Volunteers are invited to help tuck Tadgceallachmarix in for a good eon’s sleep.
    Reward: Sneaky contributors can snatch a scale as they work. A Dragon’s scale can be sold for a Treasure on the black market OR make some really fun fluff.
    Cost: A Military or Intrigue action
    Deadline: End of Round 30
    Details: If this is unfinished, Tadgceallachmarix is not guaranteed a good, long sleep.
    )

    2. [Taboo] Disruptions over the Depths ENDS - The time is coming for battle. The time is coming for the great struggle in the darkness. Low pressure, ambient light, easy oxygen–these are luxuries to which armies must not be accustomed. Not if the fight for freedom is to be won.

    3. [Opportunity] As Iron Sharpens Iron Though tightfishlipped about it, the Stewards are clearly moving towards some climactic climax. They put out an offer–they will aid those from whom they can learn.

    (Opportunity: The Abyssal Stewards invite those Generals with Perfected Tactical Doctrines to share their secrets.
    Reward: The Stewards provide a special material–”iron”--to those who aid them. This special metal decays in 3 turns due to its feeble nature, but provides a +1 to battles for that time.
    Cost: Loan of a General for 1 round as a Military action, or 2 favors.
    Deadline: End of Round 30
    )

    Nonactions:

    [Request] Assistance in the Depths UPDATE: No riches are unearthed this time, but over the years, it becomes clear that this dig is deeper and deeper than any had really realized.
    Total Progress: 20%
    Cyphiri Union: 5 Units
    Splendid Miru-Miru: 2 Unit
    The Hymenocera Expanse: 3 Units

    [Offer] Secure and Protect ENDS - An unpopular program, but one that was in the service of the seas.

    [Offer] Thirst for Knowledge ENDS - Anyone looking for Hemavores now must turn to that most terrible of recourses: diplomacy and trade


    Spoiler: Ongoing
    Show
    [Task] Mitigation Measures
    (Task: Construct walls to limit the influence of the Eel Without End’s electric aura and to encourage the Eel to move elsewhere.
    Reward: Whalefall Coral Walls add a x0.75 modifier to Eel movement into their region and reduce the added distance penalties from the Eel by 1 effective region.
    Penalty: None.
    Deadline: Indefinite.
    Details: As a 3 action Military project, a nation may build Whalefall Coral Walls in any two adjacent regions with the region owner’s permission. This may be reduced to 2 actions with blatant disregard for worker safety, but both regions will suffer an Eel conversion attempt upon completion if the Eel is present.
    )

    [Opportunity] Fueling The Forge - Whatever secrets the deep holds, it takes a toll, both on natural life and on the sentient. The Stewards need more of both to get their world in order–but none of that squishy stuff! They’ll also take military expertise, if the shallow dwellers have much.

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

    [Offer] Preparedness Funding - The Abyssal Stewards are willing to provide loans to nations for the purposes of Titanic preparedness or Titanic recovery operations.

    (Offer: The Abyssal Stewards are offering generous loans Benefit: Receive 2 or 5 Treasure. Cost: 1 Favor for 2 Treasure or 2 Favors for 5 Treasure. Duration: Available until the end of Round 27. Details: None.)

    [Request] Assistance in the Depths - The Abyssal Stewards require assistance with an excavation at an undisclosed location. They seek units to help dig.

    (Request: The Stewards request the loan of Units as brute labor. Reward: First Place: +2 Reputation. Second Place: +1 Reputation. Any nation that contributes at least 2 units: +1 Favor. [Penalty: None Deadline: Indeterminate: See Details Details: As a nonaction, civilizations may lend any number of units to the cause. Every unit will remain with the Stewards until the excavation is complete. Every unit contributes to the project every round, and when 100 unit-contributions have been made, the project completes. That is, one unit will take 100 rounds, and 100 units will only take one. Units will be returned after the project’s completion.)

    [Opportunity]A Monstrous Mythography [1/5] - Legend tells of a creature of near-unspeakable horror. Its form, its home, its powers, its goals were things best left unspoken, nightmares imparted only in fearful whispers and with talismanic wardings of evil. Only one thing is consistent throughout these stories; the devastation left in the monster’s wake. The Abyssal Stewards do not deny the value of knowledge encoded in oral traditions, in myths, in fable. Perhaps Titans long forgotten can be recalled before their return, and we can better prepare ourselves.

    (Request: Cooperate in the creation of the Monstrous Mythography! Available for anyone.
    Reward: + 2 Favors (max); if Project is completed, additional reward given to all contributors.
    Penalty: None
    Deadline: End of Round 28
    Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Inventory. 1 Favor earned for spending an Military or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

    [Offer]I got a rock… - The Excavation is proceeding remarkably well, but right now the vast majority of the winnings from the dig would be exciting only to the most dedicated lithophile. But the Stewards know that one fish’s trash is another sea-slugs-but-they-have-all-these-colors-and-they-sometimes-like-exploring-and-sometimes-like-cannibalism’s treasure. Nothing wrong with trading treasures.

    (Offer: The Abyssal Stewards will power all rock-based technology you possess
    Benefit: Any rock-based technology may be powered for one turnwithout using Trade Posts or Trade Routes
    Cost: 1 Treasure
    Duration (of offer): Until the end of the Excavation
    )

    [Request] Just Desserts - The Titanic Spring (ESP) and the Blighthouse (LIT) have been actively endangering the world for too long. Get them! All those whom the Stewards have so dearly loved, you are charged to charge to the seas’ defense! Attack the Spring’s trade posts and tear away the Blighthouse’s cult. And while we’re at it, it wouldn’t hurt to leave the faith entirely–we’d look kindly on it.

    (Request: All powers at Reputation 3 or Reputation 4 with the Stewards are asked to twice attempt and at least once succeed on buying out, coercing, or sacking an ESP trade post OR convert or sack Radiant Indah Holy Sites.
    Reward: None
    Penalty: -1 Reputation
    Deadline: End of Round 28
    Details: A bonus offer for members of Radiant Indah: the Stewards offer a high bounty to whomever leaves the faith. For the next five turns after leaving, they will give a state one Treasure per turn. In addition, Reputation with them will be reset to a minimum of zero if below.
    )



    Chelonian Chora

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

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


    Actions:
    1. [Opportunity] Good Names Go to Wastes, Round 4 Proposals - Oceans open; connections call. This round, winners will be paired and given an opportunity for a trade route with their partner!

    W16 (Tropical)
    W40 (Temperate)
    W6 (Subtropical)
    W22 (Polar)

    Careful: voting is open to the whole world!

    (Opportunity: Propose a name for your region’s assigned waste region.
    Reward: +1 Trade Route with another winner if your name is elected by global vote.
    Deadline: End of Round 27 for name proposals. Voting will take place in Round 28. Each nation may cast one vote per region (four in total).
    )

    2. [Opportunity] Rise Like Sealympus Above the Searengeti! - False faith forms fissures, bonafide belief begets blessing. The Chora call cults and ‘cclesiastics to take tools and turn tents to temples!

    (Opportunity: The Chora offer aid in construction of new Holy Sites!
    Deadline: End of Round 29
    Cost: 1 favor per Holy Site
    Details: For any Holy Site project within the project deadline, the Chelonian Chora will provide the third action the same round as the second.
    )

    3. [Diplomacy] Host Event - Victorious Voices of Harmony have ground the Gate into irreparable rubble. Rumors spread of song flowing forth as ambient melodies make known news of a postwar party. All (at or above Reputation 0 with the CCA) are invited in to Firstreef for celebration and surprise–particularly peoples wanting Wastes to tremble before biodevelopment.

    Link here
    Nonactions:

    [Request] Good Names Go to Wastes, Round 3 Results

    W31 (Tropical): Ahua Rino (MIR), 1 Cultural Exchange Forms in Subtropical!

    W21 (Subtropical): The Eternal Midden (KAT), 1 Cultural Exchange Forms ANYWHERE but Subtropical!

    W34 (Temperate): The Flowing Mirage (CYP), 1 Cultural Exchange Forms in Subtropical!

    W5 (Polar): Dirge-Haunted Devastation (KNH), 1 Cultural Exchange Forms in Subtropical!

    Winners and recipients, please note the formation of the Cultural Exchange as a non-action this round.

    [Request] Choral Protection
    ESP and KNH each gain strong claims on Firstreef (Region 169) for their commitment to taking down the enemies of the Chora.

    Spoiler: Ongoing
    Show

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

    [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Update![/B] - Where previously people parted ways with what were supposedly stable situations, now news nears of others openly objecting to travel, talk, and acting as always. Kenaqua’s chaotic call causes paranoia, personal partition, public retreat–radiating round Blacktide’s baneful blasphemy.

    (Circumstance: People have ceased disappearing and are instead hunkering down in paranoid seclusion.
    Penalty: None yet.
    Duration: Indefinite
    Details: The currently affected areas are the places where the Gate’s influence is projected to spread.
    )

    [Offer] Chelonian Accompaniment - The seas seem suspicious, seekers slow and salvation shuns suffering supplicants. It is high time for all to venture out and reforge the unity that used to be uniquely unanimous! And, of course, the singers of the Chora are delighted to deign to don the dress of director, dangling incentives in front of impressionable but inspiring initiates in the path of peace.

    (Offer: The Chelonian Chora is offering to assist the fledgling countries in their work all throughout the oceans. Benefit: The Chelonian Chora will Seek Aid for any country's Diplomacy, Economy, or Faith actions. Cost: 1 Favor owed per two Seek Aid actions (must be in same round). Duration: Available until the end of Round 27. Details: May opt to have the Chelonian Chora Seek Aid for an action after it has been rolled; this costs 1 Favor per Seek Aid action instead of 1 Favor per two Seek Aid actions.)

    [Request] - Various vulnerabilities vie very vigorously to totally topple testudine chora. Chelonian choirs call for comfort. Organized offense offers ultimate defense, denying detractors victory.

    (Request: The Chelonian Chora seek a protector!
    Reward: A Strong Claim to Firstreef (Region 169)
    Cost: Offensive action against the Gate in Kenaqua (52) or the Nanuuq Constellation, construction of a Fortress in 169 (allowed in the unowned region exceptionally by Chora)
    Duration: Until 169 is owned by a player faction
    )

    [Offer] Song of Tranquility (in Wild Waters) - Kenaqua’s curse creates chaos. Deftly defusing discord can calm dueling choruses. Denizens of depths currently quivering with Kenaquan disharmonies can call Choral cavalry for diminished cost.

    (Offer: Polar powers may call on the Song of Tranquility from the Chelonian Chora for a reduced cost. Available to nations at reputation 0 or higher.
    Benefit: Song of Tranquility: Attempt to Sway all Unruly factions in a region to Open
    Cost: 1 Favor per region OR 1 Treasure per Unruly faction
    Duration: Until the end of Round 27
    )



    Divine Nacres

    Spoiler
    Show
    The Divine Nacres are a surface-dwelling consortium of humanoid researchers, biotechnologists, and ecclesiastics living in floating city-spheres that look like nothing so much as massive, impenetrable pearls. In generations past they have largely remained aloof, keeping their local subaquatic societies at arm’s length save for the occasional gift of advanced biotechnology or guidance, asking in exchange for access to the seafloor and assistance with gathering seemingly random resources for esoteric reasons - such was their distance that not a soul has seen them outside of their strange bulbous suits. Recently, however, the Nacres have been much more open and active in their communications and exchanges with the burgeoning civilizations of the oceans.


    Actions:
    1. [Offer]Star-science 4 Fish & Friends! - In an effort to more well support disadvantaged clammunities, the Divine Nacres are holding a summer science camp for anyone interested. Come codllaborate as we investigate such principles as lift, pressure, and CRISPR Cas9 gene editing!

    (Offer: Build spaceships with the DNA. Yes, literally.
    Benefit: Unclear.
    Cost: 1 or more Trade Posts of Fuel, Labor, or High-Quality Construction Materials as a non-action. You do not lose control of the Trade Post, but cannot use it for anything else that round.
    Duration: Until the end of Round 28.
    Details: Only full sets of Fuel, Labor, and Materials will affect the number of spacecraft produced for a future event.
    )


    2. [Offer] A Little Coercion - The DNA has noticed the untenable situation of the seas–specifically that the economy might be due some readjustment. They would be willing to assist in this, so long as those being assisted are deserving.

    (Offer: The DNA will coerce TPs for you.
    Benefit: Control of any successfully coerced TP
    Cost: 1 DNA Favor
    Duration: Until the end of Round 30
    Details: The DNA will not coerce TPs held by any Child of Pearl.
    )

    3. [Opportunity] - The Divine Nacres desire a different set of resources now to satisfy A Need For Knowledge.
    (Opportunity: Countries may provide Technologies, Minerals, Food, and Microfauna to repay debts to the Divine Nacres. Reward: 1 or more Favors. Cost: 1 previously unknown Technology or 1 suitable Trade Post per Favor. Deadline: Available indefinitely - desired goods may change over time. Opportunity may disappear with 1 round’s notice. Details: Non-action to gift Technology/Trading Posts. May not be used if no Favors are owed.)

    Nonactions:

    [Offer] Teach a Fish to Man (the GMO Kelp) ENDS - The Nacres have turned their gaze again upwards.

    [Opportunity] Discupulus Dominorum ENDS - Somehow, this generous PR strategy may have failed to dominate the news.

    [Offer] Pen Pals ENDS - Amazing how unpopular experimental brainlinks are.

    [Offer] Prototype Enhancements ENDS - Unlike experimental body enhancements.

    [Peregria (Ennead Experiment)] High Stress Camouflage: When the terror of battle comes upon Peregria, transformation descends. It's clear how this could prevent tragedy. Peregria can be substituted for a General for one leader loss roll each turn if infiltrated in the nation where the General is fighting.

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

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

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

    (Opportunity: Anyone at non-negative Reputation with the DNA may study the Inventory of Lamentations as a three action project.
    Reward: +1 against Reavers
    Cost: 3 Military or Intrigue actions
    Deadline: PERMANENT
    Details: STC, CYP, SKR, and HEX receive this bonus automatically.
    )



    International Prestige

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


    Incoming...
    Last edited by Lumaeus; 2023-06-28 at 02:14 PM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  14. - Top - End - #704
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 27
    The Shifting Ennead
    Micht Tsy Fivrivirvs (57), Coresite[0/3] (58), Mortuus Marea (60), Revocatus Faecum (66), The Cathedral of Movement (67), Sketi (68), Danabae (69),
    Raconensae (73), Maurente (74), Cryptoclysus (84), Calvarnsis Superior (185), Calvarnsis Inferior (186)

    Liege Lord to: Draig Residuum Gathering [Aelwyd Adferiad (71), (70)]

    Led by The King, Emperor Akkoroas
    D10 ; M10 ; E10 ; F6 ; I6


    Actions
    1. [Faith Establish Holy Site in Raconensae [73] 1/3]
    2. [Faith Establish Holy Site in Raconensae [73] 2/3]
    3. [Faith Establish Holy Site in Raconensae [73] 3/3] - Shattered Foe - Devoted to Wings of the World
      As a favor to his vassal and in recognition for services to be rendered, The King, Emperor Akkoroas orders a great structure to be built in Raconensae. The remains of the declawed molt of Gwrfaedlaithe are pulled to Raconensae and settled atop a towering column of crystal. With the ribbed abdomen spread wide to create a viewing platform and the maw spread wide to allow ingress, the shell that once protected the terror of the southern seas is now a monument to the ferocity of the resting Azure Colossus Draig, Tadgceallachmarix, The Thunder That Burns. The Shattered Foe is a temple to the majesty of the Draigiau and their hewn lord, proclaiming his prowess to the world.

    4. [Faith CotMB MIL Sack TP 71.2] Spending 1 Treasure (+1 from Seek Aid) Result: 18
      The Union has violated the borders of the Ennead, and this cannot be allowed to stand. When the Stormcloud Conglomerate expresses concerns, the emperor is more than happy to reply - through a number of intermediaries, of course
      The King, Emperor Akkoroas expresses his pleasure at receiving your letter.

      In response, he offers the following statement of intent, concern, and policy. First, to intent and policy: the Cyphiri Union has, without first seeking permission, violated the sovereignty of the Shifting Ennead by cutting through its borders with hostile mood and violent ends. This is, and always has been, unacceptable. Thus, Cyphiri interests, which were peacefully coexisting with the citizens of the Ennead, are being purged. Their merchants forfeited their right to Ennead goods when they took trade permissions as open borders and an invitation for destruction.
      Second, to concern: You speak of the Cyphiri as though they must be minded, yet you allow them too much leash. If they are under your protection, it surely must be in your interests to prevent your dependent from antagonizing those you do not intend to war with. We have and wish no quarrel with you or yours as of now. But if the Cyphiri Union visits violence upon Enneii and you claim them as your own, this state of affairs cannot last.

      We see no reason to escalate this issue. Order the Union to leave Ennead waters, or understand that we will force them out ourselves and accept this as our right within our own borders, and we will consider the matter settled. We have no interest in pushing this conflict beyond our seas.

      Truly, we understand the Union's anger with the Nacres. This was never the source of the concern.

      In desired peace,
      The King, Emperor Akkoroas


    5. [ECO Settle Coresite [58] 1/3]
    6. [ECO Settle Coresite [58] 2/3]

    7. [DIP Sway Aristocrats in Sketi (68)] SUCCESS



    Non-Actions
    1. Treasure Count at round start - 6
    2. Unit count at round start - 15/20
    3. Gain 1 Unit from Ennean Professionalization
    4. Accept all gifts, including Trade Routes and Cultural Exchanges
    5. All SEN territory treats all armies not belonging to SEN or STC as hostile for Distance Losses. STC is explicitly given permission to travel through SEN regions.
    6. DMA Tracking: +1
    7. Assist DRG conversions
    8. Squids Games Rolls. Dessia G1: Squid with Knives for Tentacles, 5. Volleyballers G1: Jellyfish, 8. Dessia G2: Rolled 8, picked 13.12. Volleyballers G2: Rolled 10, picked √(4,819.1364)
    9. Good Names Go to Wastes: W22 > Metallicum Mare
    10. Spy Action with Peregria



    Reports and Discoveries
    • The Driagiau have staked their claim on the waters to their west, and the Shifting Ennead supports their vassal. Should a state interfere with the sacred seas, the Ennead will consider this a declaration of war against the Residuum and will respond accordingly.
    • The Cyphiri response to the reprisal is taken for what it is: an acknowledgement of the game being played here. The Ennead's demands remain in place - that all Cyphiri Union representatives not formally housed by the state depart the empire immediately or they will be driven out - but the emperor agrees that escalation is hardly necessary. The Ennead and the Union can easily coexist moving forward.
    • As The King, Emperor Akkoroas retreats for his next bout of stasis, the court of Danabae is swiftly filled with recitation urns. These slow, plodding creatures are the highest fashion among the Doflein in modern times, being little more than beasts of burden that carry story rather than simple goods. They have a near-perfect memory for spoken word and can communicate only basic needs and that which they've memorized. Poor indeed is the Doflein who does not own at least one such luxury. They are used for record-keeping, messages, and as private journals. Typically, they are highly secure - only by speaking a specific code word can they be enticed to divulge their cargo. One enterprising individual, who has elected to remain anonymous, has cracked the code to the emperor's personal recitation urn. Within weeks, dozens of copies of his words have been made and shared around the court. Because of the King's unique lifestyle, this journal is released as it is found - in serialized, eagerly awaited bundles.
      Spoiler: On Eternity, Pt. 3
      Show
      On Eternity

      With the undertow of the empire dragging out the very foundations of the philosophy, I am forced to reckon with matters that I alone can comprehend. Where once the Eternal Communion was, barring transgressive pockets of pacifists or the dull, indwelling the consciousness of the Enneii, it is now being swept to the Wastes in favor of heightened individualism. I cannot find it within my soul to be disheartened, though. In the end, is this not paradigmatic of the approach we took to what was, once, a veneration of a gestalt? The Enneii, as I have before contemplated, love the intake of much and more. Within the sadly limited scope of mortal perception, such a pursuit seems the height of individualism. This new trend cannot find purchase in my spirit. Or rather, I simply cannot allow it to. My mind is ancient and stronger for this, but the flesh that feeds it is weakening by the hour.

      Reanimation has become a fascination of mine these last years, and I admit to temptation. I cannot succumb lest I lose myself to the whole. A melding with all reality - though here I must couch such a statement or be found failing to speak accurately; the reality on which I dwell is only our own and it would be the height of folly, with gracious thanks given to Blacktide for the revelation, to limit one's conception when there are other spheres out of our grasp - loses oneself in the mutual flow, the swirling currents of oneness.

      Brought to my mind now is the Maw, the depths that spewed forth Indah far to the north. This well is the source of infinite potential - in truth, it easily contained a being so great that she is called "Endless." Were one to plumb the true source of the Maw, one would find minerals, creatures, microorganisms, flora, and artefacts not so easily categorized. But once has it allowed part of itself - the great Eel - to breach, and not then with permanence.

      I think, then, that this must be the model for true Eternal Communion. To excavate from myself all slag, to burn out the impurities, to pull forth from within all that is not pure, unadulterated me. Should this self be deep enough, it will create for itself a new world that is inviolable, too harsh for what remains to withstand. In this way, all can be subsumed and nothing lost. Not a reanimation, for that requires the unthinkable act of cessation, but something new. Taking oneself and forcing from it everything else, leaving only self. Autoegogenesis.



    Ruler Stats R28:
    D: 10
    M: 10
    E: 10
    F: 8 POLAR
    I: 6
    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 Reanimation Colonies -10% Own Casualties Graduated Symbiosis, Corpses/Skeletons
    M Crimson Cuirasses +1 Battles Graduated Symbiosis, Organic hard material
    C Implanted Personality Mindnets Create, implant, and withdraw a Mindnet Composite Grafting, salvaged Reaver augments or Nacres technology (consumed)
    M Memetic Cohesion +1 to Maneuvering and Battles if using a Subcommander Memetic Hazard Generators, Thinking Creatures
    C Memetic Hazard Generators Great Success on Undermine Support (TN 18 or the defender’s roll + 6), Support becomes Unruly Electrodialytic Staurozoa, Esoterica or Drugs
    M - N/A N/A
    M - N/A N/A
    M - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 5
    1. Gravelglass: 68.2
    2. Maleficent Jelly 51.3
    3. Dragon Eyes 84.2
    4. Basalt Harpoons 54.1
    5. Firefly Squid 74.1


    Military Units CAP: 8/TBD

    Generals
    • Balelia - 9 - With KNH
    • Tulticius Adenia - 8

    Spies
    • Peregria - 9

    Cultural Exchanges
    • GRV
    • DPB (In Space)
    • STC
    • SKR

    Trade Routes
    • STC
    • CRY (Dead)

    Artifacts
    • Shadow Pearl - Fuels Scrying. Provides Nonaction Seek Aid 1/rd. If unused, chance of gaining +1 Faith if others are used.
    • Censer of the Mother's Breath - Treat one action as Faith for Stat gain purposes. Free Seek Aid on the action
    • Falsegate Viscera - Provides either 2 units killed for DMA or corpses/skeletons as a TP
    • A declawed Damaged Colossus Draig Molt and an "intact" Damaged Colossus Draig Molt

    Treasure
    6/15

    Special Actions Used
    DIP5 - Cultural Exchange DPB
    MIL5 - Recruit General Tulticius
    ECO5 - Specialized Ship, The Harvester
    MIL10 - Destabilizing Mutagenic Augmentations
    DIP10 - Empire
    ECO10 - Ennean Professionalization
    INT5 - Spy (Peregria)

    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; 2023-07-02 at 01:53 PM.

  15. - Top - End - #705
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 27
    Regions: Cyph-Arel (122, Capital), Pyl-Garat (129), The Emerald Tidelands (124), Carr-Narin (121, Colony), Uln-Laton (191, Colony), Swarmhome (126), <unnamed conquered region> (142)
    Faith: The Flowing Way (The Cyphiri Way)
    Ruler: Ashal Hallus
    Diplomacy 10 Military 10 Economy 10 Faith 7 Intrigue 6
    Voice of Harmony: Lyric 8 Passion 8 Artistry 8
    Merchant Marine


    Actions
    End of Turn Ruler Increases: +1 Faith
    1. Conduct Nuance [Lyric - Faith] - 12, Success
    2. Impress Merchants of 129 [Artistry- Faith] - 15, Success
    3. Attend KNH Event [Diplomacy] - Unrolled
      Spoiler: Event actions
      Show

      • Vassalise to GTZ
      • Recieve Ennean Professionalism, Gotezhar Professionalism, Artful Acquisitions, and Battlefield Scavengers from GTZ
      • Give Cognition Colonies to GTZ
      • Recieve Trade Memetic Cohesion from ESP
      • Give Crimson Curiases to ESP
      • Reciee Advanced Cooking and Mobile Subdivisions from KNH
      • Give Osteo-Rebar and Cognition Colonies to KNH
      Ashal Hallus has a very busy few years, spending much of it travelling to polar waters, invited by the Frozen King to see the Polar Institute of Warfare. Naturally, she's accompanied by Falnat Hallus and Jacques (Renald's Kalan successor, the old leader of the Retainer Guard stepping down and using the Guard's recent military successes as a good capstone to his career), both curious to see what this institute has to offer.

      On the way, she makes a stop in Pyl-Garat, making her face seen among the businesses of the region and stopping off at the Union Mercenary Exchange with plenty of valuables, reassuring those who remained that business would survive and thrive with the Cyphiri in charge and arranging for more merchants and managers to come to the tower to work.

      She spends much of the travel time in quiet contemplation, besides the occasional bout of humming, working on something that had been evading her for quite some time - finishing the songs of harmony (or at least, the Cyphiri understanding of them - these things were mutable like that, after all), tapping into the new undercurrent in the Union, that new mood and mode of thinking that was growing in influence (in no small part due to her own efforts). She doesn't discuss her progress with anyone, but by all reports she's in good spirits by the time they arrive in Pelegar.
    4. Create Military Technology: Cognition Colonies [Military 10] - Unrolled
      Arnel Belar has reportedly been quite unsatisfied with the behaviour of the Reborn in his exhibits - they look the part of how (he thinks) the creatures the fossils came from once were, but they don't act the part, the colonies responding to much more basic stimulus than the animals that once existed. No problem. Arnel can fix that. Naturally, the military is as interested in his work as ever.
    5. Buyout TP1 of 171 [Economy] - 15, Success
      While they may be losing a staging point in polar waters, the work must continue and so Belar opportunity scouts, continuing to keep focus around the waters nearby to Firstreef and New Korasoon, head into the cold waters north of Gotezhar territory and try to broker deals with the Cultivators living there in order to establish a foothold in the region.
    6. Expedition Southwest of W40 (3 Treasure spent; Sojourn Suits used) [Economy] - 24, Great Success
      Some Belar raise the idea of staying in the south and finishing the exploration of the island chain that seemed to be there, but political concerns cause Olnet to call for a change in targets - they could likely get the job done and leave before Ennead soldiers got to the staging point, but why risk it? Instead, they leave polar waters and head to the newest staging point (finding it easier to work with than the old one, particularly given the closer-by Reefback Nurseries) to prepare to finally get the Stewards the treasures they asked the Belar to retrieve a decade ago. Thre is some back and forth when it comes to deciding the crew for this journey, now that they had seen the dangers of the surface first-hand, and the crew that sets off for new land is a mixture of old hands who have decided that the scars and risks are worth the prize and new volunteers willing to accept the risks (replacing those old hands who decided that a second brush with the surface wasn't for them), still led by Olnet who wears her pollution scars proudly.


    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 armies from the Shark People or tropical countries.
    • Hinder Buyouts in 129 from non-MIR Tropical countries.
    • Provide Cobalt Dye to OKI through the trade route.
    • Provide Swarm Ash and Hematite Flakes to KNH through the trade route.
    • Recieve Paru Para Bunkers and send Cognition Colonies to MIR through the trade route.
    • Attend the CCA Postwar Party
    • Accept the Cultural Exchance from KAT
    • Use the reward from Good Names Go to Wastes, Round 3 to form a Cultural Exchange with QST
      With help from the Chora, the Cyphiri establish ties to the subtropical countries that both look like they're going to last and are receptive to outsiders (sadly, the Ornzol have been refusing to hear out any Cyphiri visitors). While the Quiet Storm Trifectate are sadly throwing their lot in with the Syndicate and its sphere of power (understandable, and less of a direct threat now things have been worked out with the Syndicate, but still sad), the Katethi seem to prefer to keep their independence and that is something the Cyphiri can help with - a broadly friendly (putting the internal discontent aside for a moment), independent and thriving force in the subtropics sounds like a good idea to the Council.
    • Suggest The Expanse of Unheard Whispers for Good Names Go to Wastes, Round 4
      When it comes to the wastes recently discovered by Olnet Belar and her crew, the Cyphiri tend to have their imagination taken by the ancient communication nodes, still sending signals much like modern photospores. What could they be saying, the Cyphiri wonder, and so naturally the name they give the area is tied to those unknown and unheard stories.
    • Passionate Harmony - Recruit 1 Unit
    • Artistic Harmony - Gain 1 Treasure


    News and Rumours
    • The offer of peace from the Lambent Syndicate is happily accepted by the Union. After all, it had ended up that most of the hostility was from them towards the Union, so ending that problem without needing to do much on their end is perfectly fine by them. The Cyphiri population aren't going to forgive and forget, and the Union's stance remains cautious (and encouraging others to do the same), but the Council agrees to not make any offensive actions towards the Syndicate in the foreseeable future.
    • The reprisal from the Shifting Ennead against Cyphiri assets in polar waters was about what was expected. After all, that was why the elements of House Hallus who had caught wind of Relas Ulnesh's plans had told the Belar to finish their business in Aelwyd Alferiad sooner rather than later. As such, they let it happen with little protest beyond the obligatory for such an action, and assurances are made that there are no future plans for any hostile actions in polar waters - after all, even the destruction of the Holdfast was not authorised by the Council, and although the Council is well aware that the distinction doesn't change the need for a response, they hope it shows that this was a singular situation rather than the first step in a protracted effort against the Ennead.
    • Before setting off for the Kar-Nath Hegemony, Ashal Hallus addresses the Union Council in a speech that is dutifully memorised and relayed by storytellers across Union waters (usually with a little added flair, of course, but Ashal is fine with that kind of minor variation). Her message is simple - the way the Union operates must change if they are to thrive in the world they live in.

      The path laid out in recent years, one where the Union is more proactive about dealing with problems in ways other than kind words and trade deals, has to be the route the Union follows now. Some threats can be dealt with, yes, a peace deal here (as with the Syndicate), a Titan dealt with there (as with the Trawling Beasts), but there are always more threats, active or potential, out there. Even now, the Black Spot has presented a new existential threat to any who would try to lead a House or any other major Union institution. Old principles, such as their qualms around certain fields of research or weapons of war, or the Cyphiri tendency towards being open about their intentions to all, must be tossed aside if it allows for the survival and success of the Union. After all, the history of the oceans over these last eight decades have been filled with those who have held to such principles and been ground into the seafloor by those without. They can still work towards harmony and a better world, of course, but they must learn to not dismiss options presented to them because of old ideals. One step in that direction is forming closer ties to the Gotezhar, despite recent...changes in how things have worked over there that may be morally disagreeable - Ashal firmly believes in continuing to back an old ally despite that, and in benefiting from their new strength.

      Many Cyphiri criticise Ashal's speech, and the rhetoric she uses in it, as dangerous and potentially inflammatory, concerned about what it may mean for the Union. That said, one can't deny that her words are having an affect on the general population of the Union, particularly when it comes to the non-Cyphiri species living within its waters, and when one takes that with the overall positive reaction to the destruction of the Holdfast in polar waters by Relas...some Cyphiri are becoming increasingly concerned with the direction of the Union these days.
    • When it comes to discussions around reclaiming the wastes, the Cyphiri are very much in favour of such endeavours. That said, the Union is unsure when it can provide the scientific expertise to solve the issues preventing the project from happening just yet, as the majority of their researchers are otherwise occupied with certain internal matters. They do, however, spread all the information they have on the terrestrial wastes that present such a large obstacle to the project, and pledge to both continue exploring the surface (despite the risks) and to provide the technology required to survive up there to anyone who is a part of the endeavour and needs it.


    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 2, 1 Favours (Expected Change: None)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 3, 0 Favours (Expected Change: None)
    - 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: Jump to regions with CCA bases for 4 regions, +1 post-roll Seek Aid per round
    - Voice of Harmony: Various benefits (see doc), Lyric/Passion/Artistry unlocked
    The Divine Nacre: Rep -3, 0 Favours (Expected Change: None)
    - Disliked: Projects require an additional action
    - Unwelcome: -2 to Exploration, Prospecting and Colonising
    - The Black Spot: Make leader loss rolls every round, leader loss roll penalty (-1 in battle/-2 otherwise), -1 to rolls in regions with/adjacent to a Holdfast, +2 to subcommander Mil, tacman, battle and sacks
    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
    Bringers of Peace: Troubled Supports (Sway and Impress Reaved and Unruly factions)
    Adventure Capitalism: Expeditions

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


    Military
    Spoiler
    Show

    Units: 7 (Expected Change: +2)
    Unit Cap: 15 (Base 3 + 4 Regions + 7 Supports + 1 Wonder)

    Aristocratic Support
    91, 101, 111, 122, 124, 126, 191

    Generals
    Note: Generals with a Passion score are War-Singers, ruler is always a War-Singer
    Falnat Halus (Mil 10, Passion 9): Harmonic Resonance (Free Sway Clergy as Lyric action, -30% own casualties, -40% enemy casualtis, +2 allied leader loss, +12 enemy leader loss)
    Renald (Mil 8, Passion 7): 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?
    Crimson Cuirasses Armour +1 to Battles Graduated Symbiosis, R: Hard Organic Yes
    Blood Algae Sappers and Siege Weapons +20% enemy casualties and +10% own casualties in Depth 0 regions Supernatic Propogation Yes
    Army Administration Logistics and Morale Fortresses owned by self or liege/vassal reduce region count by 1. Supernatic Propagation Yes
    Death Commando Conditioning Logistics and Morale +1 to Battles Graduated Symbiosis, R: Siren Extract No
    Devolving Standards Integration Combat Drugs and Medicine After battle victory, gain +1 to battle rolls for (half enemy units lost) rounds. Composite Grafting Yes
    Reanimation Colonies Warbeasts and Mounts -10% own casualties Graduated Symbiosis, R: Corpses/Skeletons Yes
    Razor Current Netting Fortifications +10% enemy casualties and +1 to maneuvering when defending or attacking with a foothold Composite Grafting, R: Glass No
    Supermarine Artillery Dropping Weapons +1 to battle and maneuvering rolls in Depth 0 regions Supernatic Propogation, Photospore Signalling, R: Giantsbane Seeds Yes
    Combined Arms Integration Dropping Weapons Additional +1 to battle and maneuvering rolls in Depth 0 regions Supermarine Artillery, R: Soldiers Yes
    Osteo-Rebar Special Materials +1 to battle rolls and +2 to own leader loss rolls at depth 1 or deeper Hard Metal Yes


    Economy
    Spoiler
    Show

    Treasure: 7 (Expected Change: +2; +3 Rate + 1 Artistry + 1 Mammomachines - 3 Actions)
    Treasure Cap: 17

    Trade Posts
    Effective Total TPs 29
    Treasure Rate 3

    Foreign TPs with Owned Mercantile Support 8
    Trade Post Resource Use Support Rate
    32.1 Delicate Mussels Filtration Grafts Open 1
    71.2 Dragon Scales None Seatide Confederacy 1
    100.2 Scaldsquid None None 1
    109.1 Swarm Ash Bitter Tourism Open 1
    117.1 Biolumiscent Tunicates Support of 118, Holographic Certification Costa Sereia 1
    118.1 Domesticated Sea Cows Support of 126/139 Megafaunal Caravans Cyphiri 2
    118.2 Domesticated Sea Cows Support of 126/139 Cyphiri 2
    121.1 Serpentine Tools Sojourn Suits None 1
    122.1 Native Gold Joined-Stalk Companies Costa Sereia 1
    122.2 Native Gold Joined-Stalk Companies None 1
    124.C Hematite Flakes None Costa Sereia 1
    126.1 Clam Vines Sojourn Suits None 1
    127.1 Ray-Ear Seaweed Support of 121/122/123/140, Oxygenating Implantations Costa Sereia 1
    129.C Mercenary Retainers Union Mercenary Exchange, Combined Arms Integration Cyphiri Union 2
    134.2 Cobalt Dye None Costa Sereia 1
    135.1 Luminescent Crystals Deepwater Survival System Costa Sereia 1
    139.1 Fertilising Seeds Supermarine Artillery Cyphiri Union 2
    140.1 Scouring Serum None Cyphiri Union 2
    142.2 Hollow Sunfish None None 1
    173.1 Tiny Tubeworms Filtration Grafts None 1
    177.1 Striped Tuna None None 1
    186.1 Mammoth Seals Seeker Barnacles None 1
    W35.1 Titanic Rune-Carved Fossils Reanimation Colonies None 1

    Mercantile Support
    118, 123, 126, 139, 140, 170

    Cities
    Union Mercenary Exchange (129; Mercenary Retainers TP + Sack Bonus; Usable)
    Vril Ironworks (124; Hematite Flakes TP + Battle Bonus; Unusable)

    Trade Routes
    Ironkelp Knights
    Kar-Nath Hegemony
    Chelonian Chora (Firstreef)
    Draigiau Residuum Gathering
    Splendid Miru Miru

    Specialised Ships
    Wayfinder (High-Strength Photosphore Headlamps: +2 to Prospect actions)

    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
    Bioluminescent Navigation Depth Allows access to Depth 1 regions Photospore Signalling Yes
    Oxygenating Implantations Depth Allows access to Depth 2 regions Composite Grafting, Bioluminescent Navigation, R:Photosynethic Organisms Yes
    Oxygenating Implantations Depth Allows access to Depth 3 regions Bioluminescent Navigation, Oxygenating Implantations, R:Crystal/Glass Yes
    Indah's Embrace Depth Allows access to Depth 1 regions Graduated Symbiosis, R: Growable Mineral Composite No
    Anoxic Adaptation Border Cross Brackish borders Composite Grafting, Trophic Deconvolution Yes
    Bitter Tourism Border Cross Glacial borders R: Heat Source Yes
    Filtration Grafts Border Cross Toxic borders Composite Grafting, R: Filter Feeders Yes
    Mitochondrial Regulation Border Cross Glacial borders Graduated Symbiosis, R: Food Yes
    Toxic Filtering Border Cross Toxic borders Composite Grafting, R: Armour No
    Sojourn Suits Border Cross Terrestrial borders with a Specialised Ship Anoxic Adaptation, Filtration Grafts, R: Tools, R: Clothing No
    Electrodialytic Staurozoa Distance Ignore the distance penalty from Briny borders, doesn't affect distance losses None Yes
    Papershell Draft-Cuttle Distance Ignore the distance penalty from Brackish borders, doesn't affect distance losses; +1 Prospect in depth 0 Colonies Supernatic Propagation, Anoxic Adaptation Yes
    Hot-Blooded Hemovores Distance Halve the distance penalty from Glacial borders on distance losses Mitochondrial Regulation, R: Hard Metal Yes
    Sulphurous Secretions Distance Halve the distance penalty from Toxic borders, doesn't affect distance losses Graduated Symbiosis, Composite Grafting, R: Hard Metal Yes
    Megafaunal Caravans Distance Reduce the distance penalty for Economy actions by 1 Megafaunal Tailoring, R:Food Yes
    Adventuring Parties Action Bonus Can send Missions from any region with owned Aristocratic Support Photospore Signalling, R: Skilled Labour No
    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
    Scrying Action Bonus Great Success on Seek Aid grants a +2 bonus instead R: Shiny Object Yes
    Seeker Barnacles Action Bonus Can send Expeditions from any region with an owned Trade Post Graduated Symbiosis, R: Megafauna Yes
    Traveling Scholars Ruler Roll and drop 1 additional d4 when adopting a new non-dynastic ruler R: Talented/Knowledgeable Labour No
    Mamomachines Resources Regain 1 Treasure per 3 spent in a round Graduated Symbiosis Yes
    Reactive Refining Special Create a Screechstrobe Cluster with a 3-action Intrigue/Military project R: Volatile/Reactive Metal (resource consumed) N/A


    Faith
    Spoiler
    Show

    Faith Holy Sites: Just check the table

    Clerical Support
    101, 122, 124, 126, 141, 143

    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)
    Inspirational Adventurers (Gain 1 unit on Expedition GS)

    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.
    Shadow Pearl Satisfies Scrying resource prereq, can Seek Aid as a non-action 1/round - if this would make a fail a success the pearl goes Lambent and can't be used. If 2+ pearls are Lambent, reset all pearls and gain Faith if yours wasn't (see miracle for extra details).

    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 (Strong), Integration


    Total Passive Effects
    Spoiler
    Show

    Note: A lot of this is out of date, will fix between rounds. Hopefully. If I don't forget.

    Borders:
    Access Depth 3, Brackish, Glacier, Toxic
    Ignore penalty for briny and brackish borders 2/round each, non-battle uses only

    Actions
    Economy actions: -1 Distance Penalty
    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
    Investigations: +2 Nacre Rep

    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
    Building Materials: 0/3 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)

    Polar-Confederate International Bank Membership
    +2 Treasure Cap (17 w/ MM)
    Can spend one extra treasure on Economy rolls (total +4 w/ MM)
    May transfer 1 Treasure to other bank members per round as a nonaction
    +1 to resisting Sacks and Coercions within regions owned by Bank members

    Last edited by Volthawk; 2023-07-03 at 10:24 AM.

  16. - Top - End - #706
    Dwarf in the Playground
     
    Aerin's Avatar

    Join Date
    Mar 2022
    Location
    Home

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Warnings
    Round 27

    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 27
    Region 8 (LOL, Food), Region 9 (LOL, Spices), Region 10 (LOL, Sweet Foods), Region 55 (KNH, Heat Sources), Region 56 (GRV, Esoterica), Region 137 (COS, Spices)

    Round 28
    Region 135 (OKI, Edible Algae), Region 198 (ORZ, Preservatives)

    Round 29
    Region 35 (HEX, Fertilizers), Region 57 (SEN, Building Materials), Region 74 (SEN, Crops), Region 85 (GRV, Fertilizers), Region 105 (PGL, Meat), Region 142 (CYP, Fibers), Region 147 (MIR, Skilled Labor), Region 199 (ORZ, Toxins)

    Round 30
    Region 39 (KAT, Test Subjects), Region 196 (URH, Meat), Region 200 (QST, Salvage)

    Insufficient Region Access
    The holders of the following regions do not have or cannot power technology to access the region, leading to potential unrest or loss of control over time.
    Region 82 (NAN, Depth 2)

    The Nanuuq Constellation will lose control over Nanuuq (Region 82) at the end of Round 29 if they do not regain Depth 2 access.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  17. - Top - End - #707
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    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 Hansea - Region 112; Leksandry - Region 115; Camual - Region 109)
    The Order of Knights of Dupiopóli (Ektalithiades - Region 113; The Tideswept Shelf - Region 111)
    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)
    The Order of Knights of Saint Jean of Akko (Kral-Katena - Region 123)
    The Order of Knights of the Holy Radiance (The Glossian Sea - Region 135)


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

    Round 27

    Actions:

    1. [Diplomacy] Sway 135 Open Aristocracy: 19

    2. [Diplomacy] Sway 176 Open Aristocracy: 22

    3. [Military] Raise a unit

    4. [Economy] Promote Ray-Ear Seaweed growth in Ke Yi Ade

    5. [Faith] Convert 123 HS 1 to Flowing Way: 16

    6. [Faith] Convert 127 HS 1 to Flowing Way: 16

    Nonactions:
    1. Send 2 treasure to the RBG.
    2. Allow Gotezhar and Cyphiri armies to travel through Order waters.
    3. Accept Cobalt Dye and Titanic Rune-Carved Fossils from the Cyphiri Union via the trade route.


    Spoiler: News and Rumors
    Show

    • .


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

    New Ruler Next Round? no

    Expected Stat Bonuses:


    Spoiler: Other notes
    Show

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

    Units: 14 / 16

    Treasure: 4 +1 passive

    Resources controlled:
    • Region 111: Brinerays (City)
    • 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
    • Region 135: Luminous Crystals (City)

    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
    • Adventuring Parties
    • Joined-Stalk Companies
    • Reanimation Colonies
    • Seeker Barnacles
    • Holographic Certification
    • Indah's Embrace
    • Scrying
    • Sojourn Suits
    • Blood Algae
    • Mitochondrial Regulation
    • Oxygenating Implantations
    • Toxic Filtering
    • Combined Arms Integration
    • Ennean Professionalism
    • Army Administration

    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
    • 40 HCs: When followers of the Middish Way raise a unit, they may spend a Treasure to gain an additional unit. This may be done a number of times per round equal to the number of Fortresses and Flowing Way Holy Orders in regions they own (2x HO, 1x Fortress).

    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 three times 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 four (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 four (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.
      .
    • Launch Supplies: The Ironkelp Order receives -10% casualties for a single battle they participate in. The battle must take place in a Depth 0 region within three four (non-Waste) regions of a region that they control and which contains a Flowing Way Holy Order.


    Valid Holy Orders: 114, 123, 135

    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; 2023-07-03 at 08:09 AM.

  18. - Top - End - #708
    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 27
    Spoiler: News and Rumors
    Show
    The Circus of Lost Grief is officially 'on hiatus' for an unspecified period to allow members to rest and recover, after their years on tour, and allow the leadership time to plan new acts.


    Actions:

    1) [Diplomacy] Sway Merchants - Region 74, using Pure Berries as Desired Import (TN 12; Roll: 16 - Success)
    2) [Diplomacy] Sway Merchants - Region 108 (TN 18; Roll: 21 - Success)
    3) [Diplomacy] Sway Merchants - Region 111 (TN 12; Roll: 15 - Success)
    4) [Diplomacy] Sway Merchants - Region 136 (TN 12; Roll: 17 - Success)
    The costa continue outreaches to merchant companies, near and far, extolling the values and opportunities of sereian economic management.

    5) [Economy] Buyout Trading Post - Region 108 TP2 (Contested PGL; Roll: 19)
    Mud diamonds are suddenly in fashion in Palacia after Revelle Alverna is seen sporting a choker with a single polished sepia stone.

    6) [Intrigue] Secret Action
    Sereia have been listening to the whispers on the currents, and making preparations. Now, it is time to try something rather impertinently brash.


    Non-actions:
    What secrets hold the Deep?
    Spend 3 Treasure on secret action, and 1 on sway action for region 108. (4 total)
    Seek Aid with the Shadow Pearl for secret action. (Roll: 13 - Success)
    Though none espouse the reason, earnest prayers for the "masked bereaved" are requested of all believers by the Temple of the Deep in Palacia. For the sect of the Deep to speak up at all is noteworthy. To issue a request, stranger still. The faithful pray, as asked.

    Use Cyber-Optic artifact to reveal location of the Shattered Hope fleet.



    Passive Effects:
    Resist Secret Actions at +2 from ABS assistance.
    Resist Sacks and Coercion at +1 from ABS assistance.

    Contestants for the Squid Games (Whereabouts currently unknown, rolls in Squid Games Thread):
    Ilanda Loura, daughter of the illustrious General Illdo Loura, has been trained in military strategy and combat since a young age.
    Felipina Mascerena, a ghostkoi sereia who has made a sensation in the aquaestrienne scene of Palacia, known for her signature style of velvet coat and fishnet skirt, with a tall kelp-felt top hat.


    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Revelle Alverna (Diplomacy 8; Military 5; Economy 10; Faith 4; Intrigue 7)
    End-of-turn increase:
    New Leader next turn: No

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

    Other: Duarto Alverna, retired; Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia; Salom Resende, Arete Priestess; Paidre Peixoto; Conseco Loura; Jaco Barros

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar (138); The Cyphiri Union (122); The Kar-Nath Hegemony (77); Pfilghol (132)
    Trade Routes: The Gravetenders (78), Splendid Miru Miru (153)

    Spoiler: Resources
    Show
    Units: Sereia Militia x4, Nereid Scholastic Guard x2
    Treasure: 8
    Artifacts: Peninah Ayin (location unknown), Screechstrobe Cluster (2/3), Shadow Pearl (Shadowed), Reliqua of Arete Priestess Earlee, Cyber-Optic
    Specialized Ships: MIRAGE
    Reputation: ABS (2); CCA (0); DNA (2); PRS (1)
    Favors:
    Cultural Identity: Practical Curiousity - 2d8 Investigations
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Fortresses: Great Scar Fortress - Region 103
    Aristocrat Support: 134(C), 103
    Effective Trading Posts 44 (4 income):
    > Adventuring Scholars - 103 Merchant Support (No TPs)
    > Barnacle Glue - 119 Merchant Support (No TPs)
    > Bioluminescent Tunicates - 117 Merchant Support (No TPs)
    > Blackbeaked Dolphins - 160 TP3
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Fertile Soil - 60 TP1
    > Fortified Bonemeal - 112 Merchant Support (No TPs)
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Hydra Leeches - 126 TP1
    > Kelp - 131 Merchant Support (No TPs)
    > Liming Snails - 115 TP2
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Native Gold - 122 Merchant Support (No TPs)
    > 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
    > Scaldsquid - 100 TP3 & Merchant Support
    > Shells - 31 TP2
    > Talented Crabs - 65 Merchant Support (No TPs)
    > War Cultivator Supplies - 97 TP2 & Merchant Support
    > Wave Scorpions - 133 Merchant Support (No TPs)
    > Whispering Eggs - 176 TP1
    > Wild Armored Gharials - 137 TP1 & Merchant Support
    > Merchants by Proxy - 12
    Primary Religion: Brilhinte (10 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > Escola Academia - 103 HS1
    > Escola Experia - 103 HS2
    > 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 the Eighth Divine - 137 HS2
    > Temple of Narcis - 173 HS1
    > Clergy Support - 103, 134, 137
    > Holy Site Bonuses: (5) +1 Seek Aid; (10) CI: 2d8 Buyout Trade Posts
    > Holy Orders: Panhellis Ceuabrir (Camaraderie of the Open Sky) - Region 137
    > Miracles: Harmonious Currents
    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, Multi-pigmented Photospores, Adventuring Parties, Megafaunal Caravans, Oxygenating Implantations, Seeker Barnacles, Mobile Subdivisions, Toxic Filtering, Traveling Scholars, Deepwater Survival Systems
    Military Techs:
    > Dropped Weaponry - Supermarine Artillery
    > Fortification - Razor Current Netting
    > Mounts and Warbeasts - Battlefield Scavengers
    > Scouts and Subterfuge - Toxologist Training
    Last edited by Frostwander; 2023-07-02 at 12:46 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  19. - Top - End - #709
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Lighthouse



    Ruler: Divine Mistress Adiratna, Lady of the Vessel, First Handmaiden of Radiant Indah, and Keeper of the Blade
    Regions: 1, 7, 17, 18, 19, 22, 26
    D: 7
    M: 10
    E: 10
    F: 10
    I: 10

    Actions:
    1. Diplomacy: Accept The Abyss Region 21 from LSD
    2. Diplomacy: Accept Vassalage from MGM on the promise of giving them the biggest seats and the girthiest feeding tubes in our new glorious habitat
    3. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (1/5)
    4. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (2/5)
    5. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (3/5)
    6. Diplomacy: Great Project: Tempat Suci Cahaya Dalam (4/5)
    As the Great Mother returns from the depths of the Maw to rejoin her blessed children the Divine Mistress is struck with a catharsis. The Great Mother, having swallowed a whole sphere, is clearly blessed with clairvoyance, and has moved the plans of the Lighthouse forward unexpectedly. Thousands of slaves, workers, and mercenaries are contracted to begin construction of the holiest work in all of the greater Syndicate. Tubes, flotillas, RADIANT SPHERES, and the previous work of Mahkota Sehjati are brought forth to be integrated into and onto Radiant Indah's impressive divine frame. Countless Sirens speak to and soothe the great mother, communing with her for aid in reaching their interior comrades, and to further graft and adorn their living idol. Her blood flowing as the very lifeforce of what will soon be the de jura if not defacto Capital of the Lighthouse, a sprawling social network of organs, stabilized pressure systems, and grafted parapets where all of the most devout worshippers of Indah may bask in her glory and taste of her fruit. The Magaramachi, for years have desired the taste of the Mother, to consume and test themselves against the Divine, and after many titan hunts the Divine Mistress has deemed them worthy of a place of honor in the Tube riddled Habitat where they may gorge themselves to their hearts content... if they bend to the Radiance.

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

    The Hollow Vessel and The Golden Host tend to our Titans this turn, the Vessel gazing into Holy Light, and the Host nurturing the closest thing to kin it has left.

    Send The Lowly Tarnished to our newly furbished Workshop, Mahkota Sehjati, to be trained and have their score improve

    Baskoro performs dangerous and deadly espionage within The Squid Games!

    Cultural Exchange: Accept Vassalage from Quiet Storm Trifectate
    Gift to the Quiet Storm Trifectate these technologies:
    Anoxic Adaptation
    Artful Acquisition
    Bioluminescent Navigation
    Bitter Tourism
    Blood Algae
    Composite Grafting
    Crimson Cuirasses
    Death Commando
    Devolving Standardized Integrations
    Electrodialytic Staurozoa
    Filtration Grafts
    Graduated Symbiosis
    Hero’s Brew
    Indah's Embrace
    Mammomachines
    Megafaunal Tailoring
    Mitochondrial Regulation
    Oxygenating Implantations
    Papershell Draft-Cuttle
    Photospore Signaling
    RADIANT SPHERES
    Razor Current Netting
    Redglow Revenants
    Supermarine Artillery
    Supernatic Propagation
    Traveling Scholars
    Trophic Deconvolution

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

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

    Spoiler: Book Keeping
    Show

    Regions Owned: 1, 7, 17, 18, 19, 22 and 26

    TPs owned:
    Siren Extract TP 2 and 3 Region 2
    Treasures and Artifacts TP 1 Region 7 and City (Support)
    Delights of Moonlight TP 1 Region 17
    Coralberries TP 1 Region 19
    Carcinized Architects TP 1 Region 20
    Jaderock Coral TP 2 Region 21
    Aragonite/Calcite TP 3 Region 25
    Blood Pearls TP 3 Region 26
    Tiny Turtles TP 2 Region 28
    Branch Coral TP 2 Region 30
    Hammerhead Sardines TP 1 Region 191

    Units Owned: 7/14 Maximum
    Treasure Owned: 5

    Heroes:
    The Hollow Vessel (Beast) 8
    Baskoro of the Hidden Table (Trapper) 8
    The Golden Host (Champion) 9
    The Lowly Tarnished (Stalker) 6

    Workshops:
    Mahkota Sehjati: The True Crown city to rest upon Indah.

    Titans:
    The Omnichromatic Tiger acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it in battle, may only participate in one battle per turn, and is lost if its handler is lost.
    Effect: +2 to battle if outnumbering, -2 enemy leader loss

    The Tiger ambiently produces Rainbow Bands (Esoterica) when any non-occupied mechanical character or other tamed titan is assigned to play with it as a non-action.

    The Necro-Orca: The Necro-Ocra acts as a unique Artifact which can be assassinated or kidnapped like a mechanical character with great difficulty. It requires a Champion or Beast to handle it (and it alone) in battle and may only participate in one battle per turn. Effect: +1 to battle against vertebrate enemies and -10% own casualties as the Necro-Orca’s hardy coral sustains damage in the place of troops. When the Necro-Ocra participates in a battle, it rolls leader loss with a +1 bonus. The Necro-Orca must be regularly pruned of accumulated coral to prevent it from gaining true sentience. It produces Coral Buds (Organic/Growable Hard Mineral) when any mechanical character is assigned to tend to it as a non-action. Failing to prune the Orca for several continuous rounds may have consequences.

    Titan Remains:

    Artifacts Owned:
    Indah’s Platinum Tiara: +1 to Sway once per turn
    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: +1 Titan Hunt once per round

    Mahkota Sejati (Ceratoworks Artifact Workshop): This workshop must be installed in a City to work. Improves Handling of Titanic [Molts]. Improves Harvests of [Hardened] or [Boney] Titans. Allows applying specialized Titan-Grafts to Tamed Titans. May help when attempting to heal certain Titans. May allow Stalkers to improve their skills.

    Champion’s Lance - An arresting armament which goes straight to the point. Effect: Ruler may act as a Champion for a Titan Hunt for the turn using their own stats, OR +1 to a Champion's effective Military score during a Titan Hunt/Duel, OR +1 bonus to an Impress Aristocracy attempt 1/turn.
    Beast’s Collar - A primitive choker which holds savagery within. Effect: Ruler may act as a Beast for a Titan Hunt for the turn using their own stats, OR +1 to a Beast's effective Military score during a Titan Hunt/Predatory Privilege Maneuvering attempt, OR +1 bonus to a Sack attempt 1/turn.
    Trapper’s Net - A tangled mesh which catches attention. Effect: Ruler may act as a Trapper for a Titan Hunt for the turn using their own stats, OR +1 to a Trapper's effective Intrigue score during a Titan Hunt/for Counterespionage, OR +1 bonus to a Coercion attempt 1/turn.
    Stalker’s Cloak - A mundane mantle which wraps up mystery. Effect: Ruler may act as a Stalker for a Titan Hunt for the turn using their own stats, OR +1 to a Stalker's effective Intrigue score during a Titan Hunt/for Infiltration, OR +1 bonus to a Technology theft attempt 1/turn.

    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; 2023-07-03 at 11:05 AM.
    “I’m a Terrorist not an idiot.” - Me
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  20. - Top - End - #710
    Pixie in the Playground
     
    DruidGirl

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    Default Re: Empire 7: Into the Depths IC Thread

    The Magaramach, Round 27
    Tropical, Region 10, 154, 156

    Ruler: Emperor ALL-YOUR-TABLETS-ARE-BELONG-TO-ME, Roller of Rocks
    D 3; M 6 ; E 6 ; F 3; I 1

    Actions

    Diplomacy - Become a Vassal to LIT
    Diplomacy - Contribute to LIT's Tapeworm City (5/5)
    Economy - Project - Expand Trade - Region 156 Hot Vents (1/3)
    Economy - Special Economy 5 - Establish Trade Route to the Kar-Nath Hegemony
    Military - Appoint General - Xtra Lorge; score 10
    https://forums.giantitp.com/showthre...3#post25813323

    Net effects
    (Diplomacy +2; Economy +1)
    Treasure 0->0 (Current Max 5)
    Units 2>5 (Current Max 6)

    Non-actions
    Trade technology with KNH Trade big rocks, advanced cooking, and the promise of future good will to gain Devolving Standardized Integrations, Graduated Symbiosis, Megafaunal Tailoring, Scrying, and Trophic Deconvolution
    Spoiler: REFERENCE INFO
    Show

    Spoiler: Economy
    Show

    Trading Posts
    Region 129b TP1 Mercenary Retainers
    Region W36 TP1 Crystalized Script
    Region 154 TP2 Blood Kisses
    Region 17 TP3 Delights of Moonlight


    Spoiler: Technology
    Show

    Specialist ship - IT DOESN'T HAVE A NAME IT'S JUST A BUNCH OF ALGAE
    Supernatic Propagation (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)

    Advanced Cooking
    Effects: +1 to resist Buyouts
    Prerequisites: Spices

    Big Rocks
    Military Slot: Dropped Weaponry
    Prerequisites: Hard minerals
    Effect: +1 Battles

    Blood Algae
    Military slot: Sappers and Siege Weapons
    Prerequisites: Supernatic Propagation
    Effects: +20% enemy casualties, +10% own casualties in depth 0 regions
    Write up: This dull, green alga infects wounds and grows exponentially in blood, rapidly causing the owner of such an infected wound to die. Using the techniques of supernatic propagation a cloud can be rapidly convened above the battlefield making even slight wounds considerably more dangerous. Knowing it is there giving 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
    Prerequisites: 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
    - Friendly: +2 to resist Secret Actions from the Stewards' vigilance.
    CCA - Disliked: -1 to Conversions as the Chora's songs sow distrust and skepticism of your motives.
    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 Magaramachi to the battlefield. 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 attempts, 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)

    Last edited by Blossom; 2023-07-03 at 09:42 AM. Reason: Added correct round 27 actions

  21. - Top - End - #711
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lambent Empress Intan
    Diplomacy 10
    Military 10
    Economy 10
    Faith 3
    Intrigue 10

    Expected Stat Increases: +1 Faith

    ...

    Actions
    • Diplomacy - Transfer control of The Abyss (Region 21) to The Lighthouse
      Their vengeance well and truly tended to, the Mistresses of the Lambent Syndicate arrange to transfer oversight of the home of the erstwhile Unity to their sisters in the Lighthouse, observing old territorial delineations first drafted when the Unity's fate was sealed.
    • Diplomacy - Sway the Clerical Support in Shue'aaz Sho (Region 8) - 21
      ...
    • Faith - Convert HS1 in Shue'aaz Sho (Region 8) to Radiant Indah - 11
      ...
    • Faith - Convert HS 2 in Senja Bersinar (Region 2) to Radiant Indah utilizing the Faith of the Peacekeepers of Surunung - 18
      ...
    • Military - Impress the Aristocratic Support in Shue'aaz Sho (Region 8) - 17
      ...
    • Military - Raise 1 Unit
    • Intrigue - Secret


    Non-Actions
    • Setia remains Forgotten
    • Supply the Lojanese Republic with Kelp Fiber via Trade Route
    • Support the Peacekeepers of Surunung's conversion in Shue'aaz Sho (Region 8)


    News and Rumors
    • The Lambent Syndicate and the Cyphiri Union agree to detente!
      Though relations between the Lambent Syndicate and the Cyphiri Union may never recover from years of strife, greater challenges and threats assail both powers. The insult done the Mistresses so many years ago has been repaid a thousand-fold, and while friendship yet lies in the shadowed darkness of the Maw, peace might yet shine forth. The Lambent Syndicate pledges to take no further hostile action towards the Cyphiri Union or any of its constituent families. So long as the Union observes this detente, let tropical and temperate waters no longer roil with malice.


    Spoiler: Internal Notes
    Show
    Available Units: 15/22

    Available Treasure: 14/15

    Treasure Passive Income: 3/round

    Spoiler: TIMA Charter
    Show
    In the years since the Renaissance brought new prosperity and enlightenment to tropical waters, the Lambent Syndicate, the Lojanese Republic, and the Hymenocera Expanse have enjoyed a close and fruitful relationship as neighbors. In the spirit of strengthening these existing bonds, and in recognition of the misplaced aggression swirling through less civilized waters, our three governments will more closely bind our fates. Should any force, be it party to an organized government or the work of some independent entity, threaten the territorial integrity or citizens of either Syndicate, Republic, or Expanse, all powers pledge to work together in mounting a mutual defense. To this end, regular joint war games will be organized in bordering territory, to better acquaint each force with the demands of joint operations.


    Spoiler: The Treaty of Radiant Splendor
    Show
    Recognizing the growing tensions between the nations of temperate and tropical waters, the leaders of the Splendid Miru Miru and the Lambent Syndicate come together on this day of the sixty-second year of the Great Renaissance to reaffirm mutual admiration.

    Let it be known across the seas that the Syndicate and the Splendid Miru Miru publicly recognize and affirm the holy territory administered by each government, to remain sacrosanct against any aggression.

    Let it be known that no hostile military action shall occur between the territories and persons of the Syndicate and those of the Splendid Miru Miru, nor shall either government actively aid the transit of third parties intent on hostile action against the other (OoC: Intercepting is not required. Declaring hostile terrain is). Further, let it be known that the Syndicate will not condone any hostile intent from its direct vassals towards the Splendid Miru Miru.

    Let it be known that outposts of trade claimed by members of the Syndicate and the merchants of the Splendid Miru Miru shall be considered a legitimate enterprise, only to be altered given proper negotiations.

    Let it be known that the Lambent Syndicate and the Splendid Miru Miru respect the faiths and philosophies that enrich both seas, and pledge not to proselytize in each others' waters without future dispensation.

    Recognizing the shifting tides of politics, neither Syndicate nor Splendor wish to be bound to any pledge indefinitely. In recognition of this, the leaders of both great powers will reconvene ten years hence to reaffirm this pledge.

    This mutual respect stands as steadfast as the trade currents, eternal as Radiant Indah herself. Let none seek to sever them, lest they suffer the wrath of both kingdoms united in righteous purpose.
    Last edited by TheDarkDM; 2023-07-03 at 02:18 AM.

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

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

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

  22. - Top - End - #712
    Barbarian in the Playground
     
    Zayuz's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Quiet Storm Trifectate
    Independent Realm

    Xu Tehen Lao, CEO of the Quiet Storm Trifectate
    Diplomacy: 5
    Military: 3
    Economy: 5
    Faith: 3
    Intrigue: 3


    Actions for Round 26 (Rolls)
    • [Economy 5] Construct a Great Ship!
      Something tremendous has been found in the wastes where the Niru supposedly originate from. A vast surface structure of metal, acid, and death that spews toxins into the oceans. Never has there been a rallying call so bright at this! The CEO who deals with this environmental threat would become famed across the cult of salvation, ensuring a legacy that would persist across centuries… But first, a way to traverse the wastes at all is needed. Named ‘Salvation’s Light’ for the cult’s vast contributions, this great ship of bamboo and coral will supposedly brave the wastes and bring life to the lifeless.
    • [Economy] Purchase R195 Obsidian Armaments TP1 (12 - Pass)
    • [Military] Raise a unit!
    • [Diplomacy 5] Cultural Exchange with the Lambent Syndicate
      It's one thing to have an ally, and another to have an ally that knows how to run a business...
    • [Diplomacy] Press Confederation claim to R36 (12 - Pass)
      *Valid due to claim and aristocratic support


      Non Actions:
      Vassalize to The Lighthouse! Accept all technologies offered via Cultural Exchange
      Accept Cultural Exchanges from the Miru Miru and others


    Expected Improvements: Economy +1, Diplomacy +1

    News and Rumors
    1. The successful ORZ advance has frightened the officials of the Trifectate to seek protection from the most compatible tropical powers. Their vast armies and technologies are quick to flood into the city of Nirumanna, and while an embassy is offered to the end of preventing conflict in the subtropical region, the ORZ remain firm in their isolationist stance.
    Last edited by Zayuz; 2023-07-04 at 09:43 PM.

  23. - Top - End - #713
    Dwarf in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions
    Round 27

    This post is unfinished!

    POLAR
    Spoiler: The Draigiau Residuum Gathering (DRG)
    Show

    The Draigiau Residuum Gathering
    Gwenfrewi Llywelyn, the Rising Hope
    Dip: 7, Mil: 8, Eco: 3, Fai: 8, Int: 2
    Treasure: 0, Units: 2

    Faith: Create Size 3 Bonus: Glory in Descent (Depth 1 Access)
    Faith: Create Size 4 Bonus: Mythopoesis (Depth 2 Access)
    Legend and wonder are often intertwined, especially where the Draig are concerned. Great feats, and the stories that carry them aloft, are awe-inspiring to those that hear of them. For the Draig, this awe is a sacred calling - the world's wonder is their charge. While others are diving deep, the Draig see an opportunity to redouble their myth with a demonstration of power. A ritual of might, glory, and light is performed in the Volcanic Hearth, so luminescent as to be visible in Raconensae. When next the Draig are seen, they each bear a hole of light, shaped like feathery fins. As this blessing spreads, all who venerate the myth of the dragons gain a nimbus of orange or blue.

    With this, the Draig are able to illuminate the depths of the ocean, protected from the crushing weight of the waters above by the belief that nothing can crush them. The sunken homes of Tadgceallachmarix and his rival are open, now, and legends await.


    Faith: Convert HS 57.1 from the Blossoming Sequence to the Flowing Way
    Faith: Convert HS 57.2 from the Blossoming Sequence to the Flowing Way
    With the Ennead struggling to keep its multitudinous followers in check, Gwenfrewi Llywelyn and King Akkoroas agree on a deeper integration of the Draig into the empire. With this agreement comes responsibility, and the Draig begin work immediately.

    Issue a warning to the Eternal Spring: Though it is little wonder that you were seized with jealousy for our innovations, we do not appreciate your approach of taking what is not rightfully yours without even asking for equitable trade. Any further theft attempts will be met with retaliation. (Don't steal our tech again, especially without attempting diplomacy first.)

    Non-action: Provide Dragon Scales to the Kar-Nath Hegemony via Trade Route

    Fluff written by JBarca

    Attribute increase: +2 Faith
    Spy non-action
    Hinder and resist all conversions in Aelwyd Adferiad (71) and Gwenfrewi Llywelyn (70)
    Specials used: D5, M5
    Characters:
    - Malcolm (Int 8)
    - Lenwyggd the Crusher (Mil 8, Crawling Advance: -10% casualties, +1 to battle)

    TEMPERATE
    Spoiler: Pfilghol (PGL)
    Show


    Pfilghol
    Ilgl, The-one-who-builds, an Effulgent Witness
    Dip: 9, Mil: 12, Eco: 9, Fai: 11, Int: 1
    Treasure: 3, Units: 7

    Ilgl, The-one-who-builds, has grown old. In a society ruled by whoever is mighty enough to overcome the previous leader, this can only mean one thing. Potential successors loom and prepare like vultures circling a kill.

    Diplomacy: Establish Marriage Claim on (100)
    To the south, their eyes on a local variety of squid and the crushing depths, goes a young Pfith called Oktisl The-carnivorous-hulk, strong and brave and shockingly large. They claim to have eaten more dangerous beasts than any Pfith before them and the people of Prismatistan follow them out of fear. Their hunger cannot and will not end, and they are possessed of two great tails oozing venom. Their disciples follow them south, proclaiming Oktisl's power and skill. The locals, now more than passingly familiar with the Pfith, are given a simple choice: find a peaceful arrangement that sees Oktisl with a domain of their own or find a peaceful arrangement with the other contents of Oktisl's intestine. Either way, Oktisl grows and improves their odds of succeeding Ilgl.
    Spoiler: Oktisl The-carnivorous-hulk
    Show



    Diplomacy: Establish Marriage Claim on (177)
    With their rivals seeking to make a name for themself, Aktask The-great-siblicide can hardly rely on the stories of their youth to carry them to the throne. With options weighed and mercenaries hired, they set out to the west to brave the fanatics of a religious cult. Where others are large, strong, or quick, Aktask is clever. They craft traps, build clever lures, and trick their prey into vulnerable positions before feasting. The Skinswappers have a particular skillset that makes this task more difficult, of course, but that is the point of it all. Aktask will prove their prowess and woo the leaders of the cult or will die trying. The throne will be theirs.
    Spoiler: Aktask The-great-siblicide
    Show



    Economy: Settle Narcis's Rest (173) [2/3]
    Little is left for young Tasgli but the barely colonized waters to the west. Dejected but not willing to give up, they gather their entire community and move. Something lives here already, and Taskli needs to eat. With a bit of luck and a successful expedition into the treacherous waters protected by the bleached coral, perhaps they too can put forth a credible argument for rulership.
    Spoiler: Young Tasgli
    Show



    Economy 5: Establish a Trade Route with the World Garden of the Sakura-Jin

    Non-action: Use the Shadow Pearl to Seek Aid on the claim to 100, with a Cultural Identity for Seek Aid from Sakurado and the Scrying technology (additional +1 on a Great Success, using Mud Diamonds as shiny objects)

    Fluff written by JBarca

    Attribute increase: +1 Diplomacy, +1 Economy
    Spy non-action
    Hinder all non-Sakurado conversions in Pfith waters
    Support Sakurado conversions in Pfith waters
    Hinder buyouts in the Pfithreef (132)
    Specials used: D5, M5, F10
    Characters:
    - Ktloso, the Shadow of Hunger (7 Int)
    - Gtsit (8 Mil, Sea’s Opportunity: Enemy takes double battle penalties from terrain (Defending), transfer battle penalties from terrain to enemy (Attacking), Perfected: +1 battles)
    - Sigska (7 Mil, Just Do Better: +2 to battle)

    TROPICAL
    Spoiler: The Most Serene Lojanese Republic (LOL)
    Show


    The Most Serene Lojanese Republic
    Prime Minister Lairmkam Kulal
    Dip: 7, Mil: 9, Eco: 8, Fai: 6, Int: 1
    Treasure: ?, Units: 15

    Economy: Settle Klau'ead Pyue'ea'oed (11) [2/3]

    Economy: Settle Klau'ead Pyue'ea'oed (11) [3/3]
    Add an additional TP.

    Faith: Convert HS 5.1 to Shimmers of Unseen Bane

    Faith: Convert HS 5.2 to Shimmers of Unseen Bane

    Economy: Buyout TP 19.2 for Coralberries with support from LIT

    Non-action: Send LSD Selachian Mercenaries over the Trade Route

    Attribute increase: +1 Economy, +1 Faith
    Spy non-action
    Hinder and resist all the things
    Specials used: ?
    Characters:
    - ?
    Last edited by Aerin; 2023-07-02 at 02:33 AM.
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

  24. - Top - End - #714
    Ogre in the Playground
     
    Lady Serpentine's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Katethi Dominion
    Ixionya Rivesti
    Diplomacy: 5
    Military: 6
    Economy: 5
    Faith: 2
    Intrigue: 3

    News and Rumors:
    • Ebrieta Aborhast, a moderate priestess of the Waking Tide, is recognized as as an official spiritual advisor to Ixionya Rivesti, in a clear attempt at reconciliation with her disgruntled clergy.


    Diplomacy: Establish a Cultural Exchange with the Cyphiri Union.
    Economy: Buyout TP3 of Refined Biotoxins in Kateth Mar (39.3), with assistance from the Katethi Dominion.
    Economy: Buyout TP2 of Refugee Workers in Region 96 (96.2), spending 1 Treasure.
    Faith: Convert Holy Site 1 in Region 93 (93.1) to the Waking Tide.
    Faith: Convert Holy Site 2 in Region 93 (93.2) to the Waking Tide.
    In the wake of the failed attempt at a marriage alliance with their Southern neighbors (foiled primarily by Iyesti Vadisora's deposition), Ixionya seems inclined to take a slower and more cautious approach. When a clerical expedition is proposed, however, she is quick to provide it official backing. Whether this is a further attempt at improving relations or simply out of a desire to exercise control over the affair is not entirely clear to outside observers, but it is hard to find much to complain about in being provided much-needed resources, and she keeps her touch light enough to avoid rousing any significant ire.

    Non-actions:
    • Submit a name for Good Names Go To Wastes: Drifter's Wake (W6)
    • Establish a Cultural Exchange with the Shifting Ennead. (Good Names go to Wastes)
    • Accept a Cultural Exchange with the Kar-Nath Hegemony.
    • Accept a Cultural Exchange with the Quiet Storm Trifectate.



    Spoiler: Bookeeping
    Show
    Stat changes
    +1 Economy, +1 Faith

    Units
    5/5 units

    Favors and Reputation
    1 Favor owed to the Chelonia Chora.
    Last edited by Lady Serpentine; 2023-07-02 at 08:51 PM.

  25. - Top - End - #715
    Dwarf in the Playground
     
    Imp

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    Default Re: Empire 7: Into the Depths IC Thread

    The Nanuuq Constellation



    The Frayed Minds
    D2 - M7 - E2 - F6+1 - I7+1




    Actions
    • Intrigue - Steal the Kelpie from LOL
    • Intrigue - Steal the Withering Everlight from LIT
    • Faith - GP (1/5)
    • Faith - GP (2/5)
    • Faith - GP (3/5)

    Non Actions
    The Dissonant - Root out spies, one can never be sure.
    Drifter in the wake - make a support in R81 unruly

  26. - Top - End - #716
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Twenty-Seven
    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?

  27. - Top - End - #717
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    Default Re: Empire 7: Into the Depths IC Thread

    Empire 7: END
    Thanks to everyone that participated!
    Quote Originally Posted by Torv View Post
    What even is an Empire game without using the Rebel Leader rules?

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