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  1. - Top - End - #61
    Dwarf in the Playground
     
    Aerin's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate region, Capital: 135
    Round 2

    Ruler: Laneksi of the Cyan Shade, Eldest of the Matriarchs
    Diplomacy - 4
    Military - 3
    Economy - 6
    Faith - 2
    Intrigue - 5

    Spoiler: Rolls
    Show
    Here are the links. The forums won't let me use hyperlinks until I hit 10 posts, and it seems to not count my recent posts in the dice-rolling thread. Sorry.
    1. forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25445862#post25445862
    2. forums.giantitp.com/showsinglepost.php?p=25445882&postcount=122
    3. forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25445889#post25445889
    4. forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25445897#post25445897
    5. forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25445900#post25445900
    New ruler: forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25445910#post25445910

    Actions:

    1. Intrigue: Investigate across the briny border to the south of region 101. Sponsored by FBM™. [16, SUCCESS]
    The first thing that outsiders need to understand about the Conclave of Matriarchs is that it is filled to the brim with crotchety. conniving. gossiping. grandmothers. Because leadership of the Conclave is determined be seniority, every Shade with a reasonably coherent elder sends their eldest member as representative. Think about your grandparents for a moment. Extreme haggling? Coupon clipping for the slightest discounts? Going to three different stores for groceries to get the best prices on different items? Yeah, the Conclave was absolutely thrilled to receive discounts on expedition supplies from Fortified Bone Meal™: "Even invertebrates love it!" 🎵

    2. Economy: Investigate across the wastes border to the south of region 135. Sponsored by FBM™. [13, SUCCESS]
    Grand Matriarch Laneksi seemed to become suddenly deaf while the Fortified Bone Meal™ representatives were explaining that their discounts only applied to expeditions to inhabited regions. She's getting old. It happens.

    The newly minted Vermillion Shade set off in the vessel Crimson Moonlight to see if any colonizable land exists beyond the wastes. The specialized ship itself is essentially a large jellyfish with a large cavity suitable for passengers inside the bulbous head. The gelatinous flesh of the vessel filters the exterior waters to permit travel in regions with toxins or mineral imbalances. It's also bioluminescent!


    3. Economy: Attempt another colonization of region 111. [14, SUCCESS]
    The second thing that outsiders need to understand about the Conclave of Matriarchs is that it is always fighting its own population. Leriander and Holy Ovum continue to accumulate inhabitants, yet the food supply remains the same. Men in the prime of their life ready to prove themselves form new Shades and push the Conclave to settle outside the Glossian Sea, where the geography might be less inhospitable. To alleviate these pressures, the Conclave allowed a second delegation to travel towards Orope. This time, they hope that information received from missionaries of the Flowing Way in years past will help lead to a stable colony.

    4. Economy: Buyout TP2 in region 127 for Ray-Ear Seaweed. [10, FAILURE]
    Prolonged hunger in the capital is eventually enough to open the pockets of even the stingiest of Matriarchs. Negotiations were attempted to procure much-needed chloroplasts for the Lysimia, but ultimately fell through. Apparently the Matriarchs' pockets were not quite open enough.

    5. Diplomacy: Raise reputation with the Divine Nacres. [14, SUCCESS]
    Rumors say they know the layout of the seas. Maybe they can be convinced to share that knowledge.

    Non-Actions:

    1. Replace current ruler with Lirix of the Magenta Shade, Eldest of the Matriarchs. Nondynastic.
    The third thing that outsiders need to understand about the Conclave of Matriarchs is that the Grand Matriarchy is both never stable and always stable. Laneksi, former Eldest of the Matriarchs, passed on due to complications related to old age and was replaced by her fiercest rival. Lirix and Laneksi fought over every single major issue ... related to their respective Shades' war for dominance over Leriander. With regards to foreign policy, most Grand Matriarchs are remarkably similar. The current exception to this is the Second Eldest of the Matriarchs, who is a bit of an oddball politically in addition to his unconventional gender.

    2. Propose Fortified Bone Meal™ slogan: "Even invertebrates love it!" 🎵

    Ruler increases: +1 Economy

    Ruler Stats for Round 3
    Diplomacy - 4
    Military - 4
    Economy - 6
    Faith - 4
    Intrigue - 5

    Spoiler: Reminders for myself
    Show
    You have 1 treasure
    You owe the Chora 1 favor
    You should tie for first successful colonization in temperate this round, unless you've miscounted somehow
    Ask Mine about doing a collaborative song thing for the Chora next round
    Read up on Dfan - do they want our glowy rocks? We want their kelp
    Make a flag!
    Investigate Project Anastasia if you ever have the actions free


    Edits: Changed action 2 from INT to ECO, as apparently you can Investigate any region except a wastes region, even if you have a specialized ship. Removed the boost to INT next round as a consequence of this.
    Last edited by Aerin; 2022-05-01 at 05:53 PM.

  2. - Top - End - #62
    Dwarf in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    End of Round 2
    No further mechanical edits to action posts may be made.
    Empire 4 played the Council of Jintha
    Empire 5 played the Empress of the Mier Formica
    Empire 6 played the Kingdom of the Sewune.
    Empire 7 Gm together with LapisCattis Empire 7: Into the Depths

  3. - Top - End - #63
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round Three: Begin
    Years 7 - 9

    Don’t forget to link to any rolls you make, including rolls for rulers you will start using at the start of next round. If you want a new ruler in the next round, you must state so in your action post for this round and link to their rolls. Any increases from actions for this round are counted for the ruler you start your next round with, which may or may not be your current ruler.
    Good luck!
    The following events occurred between Year 4 - Year 6
    Rules Alerts and Changes!
    • Change: An oversight regarding Colonies and Desire Imports has been corrected as follows: “Upon being colonized, a region gains a random/GM-determined Desired Import suitable to the region and its colonial status. When the region is settled, the settling player will receive the option to change the Desired Import to a different random/GM-determined Desired Import.”
    • Clarification: Open Water regions may have their lone Holy Site converted; this represents sending clergyfolk to establish a shrine, temple, or way-station dedicated to their faith in the wilds. However, if the region is colonized, this Holy Site will still be automatically converted to the State Religion of the colonizing country, if the colonizing country so chooses - there is very little support structure for priests in the middle of nowhere.
    • Change: Secret actions may no longer be used for Colonization actions. Colonization actions that had been done secretly before this will not be impacted
    • Clarification: When formulating a Tactical Doctrine, the following guidelines may generally be used as to when stacking multiple of the same effect will result in an additional cost:
      • More than two instances of +10% enemy casualties, -10% own casualties, or -2 to enemy leader loss rolls will cost an additional point per instance, with an absolute maximum of 4 instances for 6 points (these are considered individually, so e.g. -40% own casualties would be worth 6 points; -20% own casualties & +20% enemy casualties would be worth 4).
      • More than four instances of +1 to battle rolls will cost an additional point per instance, with an absolute maximum for 6 instances (+6 to battle roll) for 8 points.
      • More than one instance of +4 to enemy leader loss roll will cost an additional half point per instance, with an absolute maximum of 3 instances (+12 to enemy leader loss roll) for -2 points. The final sum of points will be rounded up.
      • More than two instances of -10% enemy casualties will cost an additional half point per instance, with an absolute maximum of 4 instances (-40% enemy casualties) for -3 points. The final sum of points will be rounded up.
      • More than three instances of +10% own casualties will cost an additional half point per instance, with an absolute maximum of 5 instances (+50% own casualties) for -4 points. The final sum of points will be rounded up.
      • More than four instances of -1 to battle rolls will cost an additional half point per instance, with an absolute maximum of 8 instances (-8 to battle roll) for -6 points.
    • Change: When an Organization is owed one or more Favors by a player or NPC country, they may attempt to manually collect on the debt; this provides a +2 bonus when rolling an action that would give them approximately 1 Favor’s worth of compensation, but clears that Favor’s debt, whether or not the action is successful.

    Discovery!
    Explorations, prospecting, and other news from afar

    Pfilghol explores west of the Pfithreef using Intrigue (sponsored by Fortified Bone Meal)

    LUX investigates across the briny border to the south of region 101

    LUX investigates across the Wastes border south of region 135 using a Specialized Ship (Crimson Moonlight)

    Spoiler: Map
    Show

    Temperate


    Emboldened and enriched with additional supplies, the hunters of Pfilghol discover Region 104 - an area bordered partially with toxic waters. This region contains two Open Trade Posts for Shiv'rchins, two Occupied Holy Sites for Idle Worship, and 5 units of Native Defenders.

    Gleeful at both the discount and the opportunity to escape, however briefly, the bickering and gossip of their elders, the Lux-Glossian explorers set out across the brine to the south, and discover Region 100 - a deep, perceivably fathomless region. This region contains three Open Trade Posts for Scaldsquid. Any more information is lost to the depths.

    What better opportunity to test the Crimson Moonlight than to test the flexibility of a discount? Aiming at the mysterious, dangerous wastes, the living ship glows with determination and points south. They discover Wastes Region 35. Filled and obscured with contamination, it is impossible to see, sense, or hear anything once surrounded by the Wastes. Any item, resource, or people that may reside inside is completely hidden.



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

    In a stunning display of dedication and effort, Pardalis is complete and adds a functional work of art to the settlement of Bastion. The Colony of Bastion is fully settled and gains 1 Holy Site

    In the endless pursuit of more clouds and more rain, the Gotezhar spread north from Ezcorher. These waters seem to have no population to use the rainfall they receive, a travesty which is swiftly rectified. The Gotezhar colonize Region 128!

    The Lojanese Republic fights overpopulation with policy, offering cash and land to anyone willing to move into the wild southeastern waters. Though the entire scheme is widely believed to be cursed, enough citizens prove desperate, greedy, or simply adventurous enough to take the offer anyway. Lojanese Republic colonizes Region 8!

    Second time proves to be the charm for the Lux-Glossian Shades, as closer cooperation with Flowing Way missionaries with local knowledge enables a number of new Shades to not only settle the briny northwaters near Orope, but also survive longer than a year there. The Lux-Glossian Shades Colonize Region 111!

    The more superstitious inhabitants of the Polar reaches find themselves struck with a new terror, as the “haunted” school of herring, previously localized to the rough country of the southwest, swarms out into new waters, suddenly doubling its range. Deep Blue Colonizes Region 58

    Hymenocera Expanse founds a City in (region unlisted, presumably Region 3)

    While many of the citizens do not understand exactly how the school of herring that has been spotted to the south has a legal and legitimate reason to call this region their own, this is exactly what happened. While debates continue the herring swim on.
    Deep Blue Establish Claim in Region 57!

    The shark people in Region 73 grow to 7 units!
    As word spreads to parts unknown of the fertile seas occupied by the Shark King's Host, more nomads arrive to join the throng circling in the open waters of region 73.

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

    The Chorus of the Crimson Choir hosts a Pilgrimage to Bloodhome

    The Shifting Ennead hosts The Meld in Danabae. Attended by The Gravetenders and the Riftlings

    The Gotezhar establish a Cultural exchange with Costa Sereia

    The Lambent Syndicate successfully sways Aristocratic Support in Region 28

    The Lambent Syndicate successfully sways Aristocratic Support in Region 27

    The Coral of the Protected Stratera impresses Merchant Support in Region 19

    Region 6’s Aristocratic Support node becomes stable! HEX gains 1 unit! LOL gains 2 units!

    The crisis in Region 6 is alleviated as mercenaries depart their home to receive steady paychecks in the Hymenoptera expanse and the Lojanese republic. The aristocracy stabilizes the region once again, and order, or something approximating it, resumes.

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    Primarch Marcion arranges a trade route between the Gotezhar and the Sakura-Jin

    The Coral of the Protected Stratera establishes a Trade Route with the Lojanese Republic

    Costa Sereia buys out Trade Post 3 in Orope (Region 114) for Giantsbane Seeds

    The Lighthouse buys out Trade Post 2 of Siren Extract in Senja Bersinar (Region 2) with support from the Lambent Syndicate

    The Lighthouse supports The Lambent Syndicate’s buyout of TP2 of Artifacts & Treasure in Binar Fajar (Region 7)

    The Cyphiri Union buys out Trade Post 1 of Malleable Blubber in Region 123

    The Cyphiri Union buys out Trade Post 1 of Ray-Ear Seaweed in Region 127

    The Eternal Spring buys out Trade Post 1 of Woven Seaweed in Region 57

    The Eternal Spring buys out Trade Post 1 of Chelonian Hunters in Region 55

    The Lojanese Republic buys out Trade Post 2 in Region 6 for Selachian Mercenaries

    The Lojanese Republic buys out Trade Post 3 in Region 6 for Selachian Mercenaries

    The Coral of the Protected Stratera buys out Trade Post 1 of Coralberries in Region 19

    Lambent Syndicate buys out Trade Post 2 of Blood Pearls in region 26

    Lambent Syndicate buys out Trade Post 2 of Artifacts and Treasure in region 7

    Draigiau buyout Spawn Point (Region 56) TP3 for Herring

    Hymenocera buyout region 13, TP1 for Stonesponge

    Seatide Confederacy buyout 75.1 for Magnetic Sand

    Seatide Confederacy buyout Seatide (79).3 for Bluefish Antifreeze

    Seablood Khanate buyout 24.1 for Fibrous Kelp

    LUX gains the Mercantile support node in region 112. The new Fortified Bone Meal slogan is "Even invertebrates love it!"

    The Lux-Glossian Shades are the unchallenged champions of sponsored exploration, and while Jo Soo might personally have been partial to "Taste the Legend" it is only good business to be associated with the best.

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

    The Choir’s efforts to spread the Crimson Chant have paid off, and eager converts rush as strong as a surge to the Reef. The Crimson Chant organizes into a One Doctrine Faith with Scarlet Glory: +1 to Impress Actions

    As if waiting for a proper herald, Laksha of the Gravetenders announces upon the completion of Bastion that the Blossoming Sequence is formalized for the Gravetenders to faithfully look to the future. The Maker’s Remnants organize into The Blossoming Sequence, a Multiple Schools Faith with +1 to convert Holy Sites

    The Forests of Astral Yearning organize Shimmers of Unseen Bane as a Multiple Schools Faith (+1 to Conversions)

    Flowing Way organization (multiple schools, bonus indeterminate)

    The Riftlings organize the Eternal Communion as a One Doctrine Faith The Riftlings organize the Eternal Communion into a One Doctrine Faith with: +1 to impress actions

    The Eternal Spring adopts the Faith of the Eternal Communion

    With Seek Aid, the Sakura-Jin manage to convert Holy Site 2 in Region 117 to Sakurado

    The Sakura-Jin convert Holy Site 1 in Region 129 to Sakurado

    The Forests of Astral Yearning convert Holy Site 2 in Region 9 to Shimmers of Unseen Bane

    The Forests of Astral Yearning convert Holy Site 2 in Region 18 to Shimmers of Unseen Bane

    The Riftlings Many convert 66.1, 66.2 to the Eternal Communion

    The Riftlings Many convert 55.1 to the Eternal Communion

    The Eternal Spring converts Holy Site 3 in Region 51

    Draigiau convert Mobile HS 1 and 2 in Region 73 to Wings of the World

    Lawenach and Ewyllysgar report back a bit thinner and in excellent physical shape, reporting first that swimming amidst the sharks over such deep water there was no place for a creature the size of a dragon to sit down and rest, and second that they found the shark people to be cautious but eventually welcoming hosts possessed of a particularly Chelorian curiosity about the dragons and their stories. Their news of a spirit inhabiting the herring of spawn point was also eagerly received, and quickly became common knowledge among the nomads.

    Congregation of the Scintillating Ceiling convert 58.1 to The Pattern

    Congregation of the Scintillating Ceiling convert 59.1 to The Pattern

    Congregation of the Scintillating Ceiling convert 68.2 to The Pattern


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    The Lighthouse create the War Palanquin of the Anointed Dead, a striking artifact to aid in battle. When wielded by a commander in battle, gain +2 to Tactical Maneuvering

    Seatide Confederacy create The Tideglobe
    “This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.”

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

    The Shifting Ennead recruit Balelia as a General with score 9. With brutal, surgical tactics, she gains a staggering reputation that draws all to fear and respect her, a reputation most effective on the oft-pampered aristocrats who are most in need of her lessons. Tactical Doctrine: Integrate the Captives, -10% Losses both sides, upon a successful battle gain a free Impress Aristocracy action in the region in which the battle took place.



    The Lambent Syndicate recruits a General with score 8 Tactical Doctrine pending.

    Determined to protect their waters, Olgght The-one-who-consumes orders the construction of grand fortifications, and the Pfithreef slowly becomes encased in fearsome defenses. Great Project Begun! The Line of Olgght begins construction (1/5)

    The Lighthouse recruits The Everscintillating Goldfin as a General with score 9. Tactical Doctrine: Golden Victory At All Costs - +6 Battle Bonus, +20% Own Casualties, -20% Enemy Casualties, -4 Own Leader Loss

    The Gotezhar raise the Sublime Fortress to protect their waters

    The Forests of Astral Yearning Recruit a General (Score 9)

    Otterian Supremacy raise fortress The Kelpland Keep, Region 131

    Kar-Nath Hegemony recruit General Kreel (9)

    The Lighthouse invades Region 19 by traveling around rough waters.
    [Battle fluff]

    Spoiler
    Show
    Led by The Vessel (Military 7) with Military 7 Ruler, 4 LIT Units invade using Skirmishing tactics, facing 6 native Units led by a Military 5 native Commander, using Skirmishing tactics.

    Native forces win Tactical Maneuvering, successfully utilizing Skirmishing tactics! -10% casualties to both sides.

    Tie! LIT loses 1 unit! Region 19 Natives lose 2 units! The Vessel is slain in battle!

    When the Kosong armies of the lighthouse invaded region 19 they found that they were facing no single coordinated leadership, as each of the region’s cities had its own governor and its own command. Quickly, they conquered the towns on the edge of region 19 before moving inland. But it was after moving on that the Vessel met Lamp-Lighter Dave. Dave, a lamp-lighter hailing from one of the border towns the Kosong had occupied first, had noticed that the invading soldiers had a particular tendency to favor the streets he had lit. Taking advantage of this, he and a couple buddies from work started ambushing the soldiers from dark corners, predicting their nighttime movements by the presence of his own artificial lights. By an extreme stroke of luck, one of these such Kosong was the Vessel. Though Dave killed the lighthouse ruler without realizing who it was, the victory made Dave a legend. City states flocked to join his banner, and soon the interior lands of region 19 were once again safe, the Kosong driven back to occupy merely the border cities taken in their initial push, including the hometown of the now-famous Dave, who hopes against hope that the same trick will work twice.


    To defend access to their clouds, the Gotezhar invade Region 136 to teach the cloud-stealers a lesson they won’t forget. 3 Units, [+4 from Mil 7 Ruler], Led by Squall Essensio (Mil 10 General)
    Tac Doc: -6 to Enemy Leader Loss, -20% to Enemy Unit Loss

    Spoiler
    Show
    Led by Squall Essensio (Mil 10 General) with Military 7 Ruler, 3 GTZ Units invade using Aim For The Storm’s Center tactics, facing 3 native units led by a Military 7 native Commander, using Unyielding Force tactics.

    Squall Essensio wins Tactical Maneuvering, successfully utilizing Aim For The Storm’s Center! -6 Enemy Leader Loss roll, -20% enemy casualties.

    GTZ (Attacker) Victory! GTZ loses 1 unit! Region 136 Natives lose 1 unit! Region 136 Native Commander is captured!


    Schemes!
    Coercion, betrayals, and spycraft

    Seablood Khanate recruits a Spy Nitupsar Kheshig (6)

    Otterian Supremacy Investigation: Discovery what happened to the Ceremonial Rock in Region 133 (10)

    The detectives tasked with finding the ceremonial rock have no luck in region 133, but after their return home, as they chase down their last few leads, they discover one of the senior acolyte Hark is missing. When the detectives barge into his house, they find nothing… save several empty sea-glass display cases indicating the escaped acolyte was… a Rock Collector.

    Deep Blue Investigate the Shark People (14)
    After reabsorbing the herring sent to spy on the Shark People, Deep Blue understands that:
    The sharks are the mounts and/or pets of the Chelorians that ride them.
    Neither Sharks nor Chelorians have the means to reach the bottom of region 73, and are instead milling about, constantly swimming to keep oxygen flowing to their gills.
    The nomads seem undisturbed by a lack of any permanent structures, tying their few belongings to the backs of their sharks.
    Despite riding quite formidable creatures, the chelorians themselves are also well armed, and like to dress in bright colors.
    There are an more of these nomads in uncharted waters, and some come and go as they please. The exact total quantity is unknown.
    Though there are a few species present, the most predominant species of Shark used for hunting and fighting seems to be the Salmon Shark.
    Common conversational topics after rough translation include: hunting, courtship-related drama, personal travel anecdotes, pillaging, shark care, barter, celebrity gossip, dragons, differences between shark species, religion, and petty squabbling.


    Terror!
    Violence, upheaval, murder, and destruction.

    The shark people sack DPB trade post 1 for Herring in Spawn Point (Region 56)!

    [I]The shark people launch a ferocious and unsustainable hunt on some of deep blue’s less essential schools of herring, feeding their sharks, their own bellies, and their nets before returning to their open waters. The strange and suicidal behavior of the herring on their return trip does however inspire some rumors among the nomads of a strange and terrible force at work in spawn point. [I]

    Organizations!

    [Gan Migdalim - the Garden of Towers]
    (HEX builds a Smoking Garden in , completing the ABS Base Request in the Tropical Zone: +1 Favor from and +1 Reputation with ABS!)

    Eager for the material resources required to demonstrate their prosperity, several powers take up the Abyssal Stewards on their offer of cached wealth, trusting in their future success and past services to the Stewards to carry them through when the debts come due. (CCA, HEX, and LOL spend 2 Favors with the ABS, gaining 5 Treasure each! GTZ, OKI, and SKR spend 1 Favor with the ABS, gaining 2 Treasure each!)

    The Chorus of the Crimson Chant continues to contribute to the Coraline Compendium, joined by the nascent architects of the Lojanese Republic and the Hymenocera Expanse, much to the appreciation of the Abyssal Stewards. Still, the actual labor necessary to complete the project has yet to be provided, and those Koreshom and Smiths given responsibility over the affair are beginning to grow concerned there may not be enough time left… (CCC contributes a second entry to the Coraline Compendium: +1 Favor from ABS! CCC may gain no more favors from contributing to the Coraline Compendium! LOL and HEX contribute their first entries to the Coraline Compendium: each receive +1 Favor from ABS!)

    (COS and LOL gain 1 Reputation with ABS!)

    The first few years of the Stewards’ assessment have passed…how have the subjects of their scrutiny fared? (Shallows Appreciation: OKI, OTT, and PGL gain 4 points! COS and GTZ gain 2 points! STC gains 1 point!)

    [Archvast Reef]
    (CPS and CCC build a Reefback Nursery in 31, completing the CCA Base Request in the Tropical Zone: CPS gets +1 Favor from and +1 Reputation with CCA! CCC gets +1 Favor from CCA!)

    [Bardsrest Reef]
    (CYP and SKR build a Reefback Nursery in 122, completing the CCA Base Request in the Temperate Zone: CYP gets +1 Favor from and +1 Reputation with CCA! SKR gets +1 Favor from CCA!)

    (CPS gains 1 Reputation with CCA!)

    (CYP contributes an entry and an action to the Songline of the Broken Seas: +2 Favors from CCA!)

    (GTZ spends 1 Favor with the CCA in exchange for assistance!)

    [Collegium of St. Chrysalus]
    (SEN and DPB build a Holdfast in 69 with 2 actions, completing the DNA Base Request in the Polar Zone: SEN gets +1 Reputation with DNA! DPB gets +1 Favor from DNA!)

    (LUX gains 1 Reputation with DNA! GTZ loses 1 Reputation with DNA!)

    (CCC and FAY tie for first Organized Faith in the Tropical Zone: CCC gains +2 Prestige! FAY gains +1 Prestige, with remaining +1 Prestige to be received upon submitting appropriate fluff relevant to Organization! GRV and RFT tie for first Organized Faith in the Polar Zone: each gains +2 Prestige! OKI is the first to Organize their Faith in the Temperate Zone: OKI gains +1 Prestige!)

    (CCC, HEX, and LOL are the first to accumulate 5 Treasure in the Tropical zone: each gains +1 Prestige!)

    (GTZ is first to be militarily victorious in the Temperate zone, both in maneuver and the field of battle itself: GTZ gains +2 Prestige!)

    (LUX and GTZ are the first to colonize Open Waters Regions in the Temperate zone: each gains +1 Prestige! LOL is the first to colonize an Open Waters Region in the Tropical zone: LOL gains +1 Prestige!)
    Last edited by LapisCattis; 2022-05-02 at 04:42 PM.
    No bubbles no troubles

  4. - Top - End - #64
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths

    The Chorus of the Crimson Choir

    Round 3

    Ruler: Living-Speaker Hurn the Wise

    Ruler Stats Round 2:
    Diplomacy - 5
    Military - 2
    Economy - 2
    Faith - 7
    Intrigue - 5

    Actions:
    1. [Diplomacy 5] Establish a Cultural Exchange with the Lambent Syndicate (LSD).
      The Lambent Syndicate has done much good for the Chorus. So the Chorus asks of them: Shall we not commingle? Make each other blood-of-our-blood?
    2. [Diplomacy] Raise Reputation with CCA. (Success, roll)
      We tilted our gazes, ennobled, inspired. We welcomed new voices, commingled in choirs. We plied them with fineries, deep from the sea. We asked if together, our blood could run free.
    3. [Faith] Convert HS2 in region 7 (The Shaded Temple, Binar Fajar) with assist. (Success, roll)
    4. [Faith] Convert HS1 in region 21 (Grinmaw's Auditorium, The Abyss) with assist. (Success, roll)
      The business of the Divine is ever-hunger, ever-growth. The faithful feed, and thus do feed on faith.
    5. [Military] Raise one unit.
      War is not an art the Chorus has ever given much attention to. Soldiers who die far from home are inherently denied the opportunity to join the Choir; though their blood can theoretically be harvested, it is a terrible and wasteful thing to let a loyal servant of the Reef die in war. Still, even with the guarantee of protection from the Lambent Syndicate, sacrifices must be made to guarantee the sanctity of the Reef in Red. The recruitment efforts are quiet- it would be politically dangerous to publicize them too much- but a small standing army for the Chorus is arranged.


    Ruler stats increase: +1 Diplomacy, +1 Faith

    Non-Actions:
    • Resist all conversions to faiths other than The Crimson Chant in regions with clerical support.
    • Begin a Prestige Monument (5-part): The Grim Cathedral.
      The grandeur of the Reef in Red is self-evident. Even a blind mer can feel it, a presence with a weight that warps the world around it. But some are frightened of the fate that awaits them, not knowing the mercy of the razor. The Grim Cathedral will serve as a lesson to these; a place where the hesitant may come to told not only of grandeur, but of wisdom and grace.
      The first step is to prepare the ground. Surveyors swarm across the sea-floor, marking the boundaries of the site. Meanwhile, the great architects of the Devotional and Reverential schools clash behind closed doors, making competing bids and fighting tooth and nail for the opportunity to oversee what promises to be the greatest work of a generation. The Chorus frequently undertakes smaller public works projects, but rarely do they attempt anything on this scale; the grandeur of the Grim Cathedral promises to put the name of its architect into the annals of history.


    News & Rumours:
    • Alinus Ernost VIII is still missing.
      • Notable Legislation



    Ruler Stats for Round 2
    Diplomacy - 6
    Military - 2
    Economy - 2
    Faith - 8
    Intrigue - 5

    Statistics
    Spoiler
    Show

    Special Actions Available: Diplomacy 5
    Special Actions Used: Faith 5, Intrigue 5

    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: Prestige 3 (Expected Change: None)

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: +1)

    Aristocratic Support
    26

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 5 (Expected Change: None)

    Trade Posts
    Total Owned 1
    26.1 – Blood Pearls

    Mercantile Support
    None

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Graduated Symbiosis No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 6

    Clerical Support
    2, 26, 31

    Organised Faith Bonuses
    Scarlet Glory (5): +1 to Impress Actions

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Alinus Ernost VIII (8)


    Claims
    Spoiler
    Show

    26 - Historicity

    Last edited by Silent_Interim; 2022-05-14 at 04:32 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.

  5. - Top - End - #65
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
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    Default Re: Empire 7: Into the Depths

    Round 3
    [Gotezhar, People of the Rain]

    [Profundus Korasoon, Typhoon's Center]
    Regions: 138, 128, 136

    Actions:
    1. [Economy] Begin to make Region 128 Colonized (1/3)
      The northern waters have only a small Colony. It will take considerable effort to make it livable. Luckily, there are many Clouds, and it is easy to convince those living in the increasingly crowded waters of Ezcorher to consider moving and making new families; adopting whole new, never before seen skies!
    2. [Military] Raise a Unit
      To maintain the might of the Typhoons, Squall Essensio - under careful watch of Profundus Korasoon - raises more Squalls.
    3. [Military] Raise a Unit
      Profundus Korasoon personally oversees the construction of a second Typhoon.
    4. [Military] Raise a Unit
      Profundus Korasoon personally oversees the construction of a second Typhoon. With so many recent successes, he has no shortage of volunteers.
    5. [Military] Raise a Unit
      Profundus Korasoon personally oversees the construction of a second Typhoon, and with the new Gotezhar being impressed by Korasoon's victories, he achieves it!


    Non-Actions:
    • Profundus Korasoon quietly sees to the transfer of [136 Commander] to the Abyssal Stewards, asking only that the organization considers that no warrior should go unused while greater dangers exist.
    • PRS Monument, 5-Rounds (1/5): There is much discussion and many arguments regarding building a monument to Gotezhar greatness within Ezcorher (Region 138). Many people have many different opinions, and for once, Profundus Korasoon is allowing the decision to be decided by committee. Those of the Squalls who fight for the defense of the waters want to build a giant statue for Profundus Korasoon. Those whom are Profundus themselves want a large rain catcher, to gather water that would otherwise be lost to the seas; but the Joontar point out that this would be stealing water from future clouds, and might incur the final heaven's wrath. Then there are the holy sites themselves! Those from Dounpor want a large pillar full of shiny things, just to stare at and say 'That is shiny'. Those of Fee-yuria wish to build something that would harness the power of the storm. Kashowira wants to build a big dome underwater, and fill it with air, just to see what happens. And this doesn't even include thoughts and opinions from others from the Meadows (136) and the Gotezhar Colony (126)! This back and forth takes years of discourse before the type of enormous building is even decided upon: a Cloud Observatory.
    • Deep Tales of the Gotezhar for CCA
      Spoiler: The Progenitor
      Show
      Deep tales, deep as history is known. This is a tale of before the waters. Before the rains. Before the seas. Before the Gotezhar were Gotezhar. We just… were.

      All around Ezcorher, you can find the ruins of the ancients. Back when this tale begins, they lived above the surface, for the waters full of vile salt were far lower then. From what we understand, there were many names to call the ancients by: sorcerers, wizards, witches, enchanters, warlocks and many more. But the ones important to our predecessor – who we only know as The Progenitor – was an ancient called The Summoner.

      The Summoner lived high upon the mountains and had many servants. Other ancients, yes, but also beings of living air, beings of living earth, beings of living fire, and of course, The Progenitor. A being of living water. Brought here by powerful powers from Elsewhere, the Summoner’s servants helped to maintain the grounds, to cook, to clean, and make the Summoner grow large like a Profundus. The Summoner was said to be a powerful ancient, able to keep many clouds above his head all at the same time!

      The Progenitor was a willing and faithful retainer. But the beings of Living Fire – the Shuma Mooda – were unwilling and did not see the greatness. They constantly bickered and brought ruin to both their master and their fellow servants, causing great gouts of destruction to wash through the house, like a sudden current changing direction, but with great pain. It was at times like these that the Progenitor was given leave to swell to greater sizes and control the chaos. He would beat upon the Shuma Mooda with several tendrils all at once and bring order back to the Summoner’s home.

      The Summoner rewarded the Progenitor with shiny gems, that the Progenitor kept within his body. They glowed and grew, and as they did, the Progenitor became even stronger.

      And then… something happened. Even now, we are unsure the cause, but the great waters rose higher and higher. For all that the ancients were powerful and lived high upon their above-the-sea crags, even they could not escape the mighty waves.

      The Summoner held back as much of the destruction as possible. In his name – Ezcorher – we have the name of our home. Without the beings of living air and the beings of living earth to forestall some of the destruction, there would be even less of a home for us to have. The Shuman Mooda were useless. The tiniest drop of water was enough to cause them to flee in fear.

      The Progenitor held back as much of the waves as he could, but eventually, the ancients fell. It is rumored that some of the Summoner’s servants escaped, but the Progenitor confirms that the Summoner themselves died, using their powerful connection to clouds to save as many people as possible from the might of the waters. Only the Progenitor remained, swimming carefully through the once peaceful home of the ancients.

      It would be decades before the Progenitor wondered: why was he still here? Why was he alone?

      Though he had no answer to the first question, he could at least answer the latter: he was alone because he had not made more. And so he did. He gathered what waters he could, and took one of the rewards from his master, and split it to become a new core – a new soul, a new Shard! – and had himself a new family. And, with how plentiful the Clouds were at the time, he could do it again. And again. And again. Until he grew to be so vast, that he was the first Profundus, and housed many many gallons of water.

      When he passed, the Progenitor Burst and gave back to all his children. His final words before he Burst?

      Birth. Accumalte. Growth. Accumlate. Rise. Accumlate. Mingle. Accumulate. Burst! Such is the way of the Gotezhar: the People of the Rain!


    Spoiler: News and Rumors
    Show

    • WIP



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 6 8 4 2 2
    End of round 1 0 2 0 0 0
    End of round 2 1 1 0 0 0
    End of round 3 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +2 Mil


    Spoiler: Book Keeping
    Show

    Units: (2 / 6)
    General(s):
    - Squall Essensio [-6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Last edited by Gengy; 2022-05-12 at 01:02 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  6. - Top - End - #66
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 3
    Regions: 122
    Ruler: Garren Ulnesh
    Faith: The Flowing Way
    Diplomacy 2 Military 1 Economy 8 Faith 5 Intrigue 2


    Actions
    End of Turn Ruler Increases: +2 Economy
    1. Impress Merchants of 123 [Economy] - 12, Success
      After a year or two, the Kelad family felt their supply of ray-ear seaweed roots was sufficient to fulfill their needs and made their pitch to the Carral. The people of the land the latter family had discovered and promptly invested in were crying out for good spices and seasoning, and the former family had established a supply of a plant that satisfy that desire. If the two families worked together, the Carral could give the people the flavour they've been yearning for, and corner the market in the region, and all the Kelad ask for is a cut of the profits. It doesn't take long for the Carral to accept, and soon root shipments join the traffic on the northern trade route, going from the Kelad-owned farms south of the route to Carral businesses east of Cyph-Arel, and the Carral's hold on the mercantile interests in the region tightens.
    2. Buyout TP2 of 122 (Native Gold) [Economy] - 17, Success
      The Hallus family makes overtures towards the various small families that gather gold from the rocky plains of Cyph-Arel, offering to help expand their operations in exchange for their share of the income. Some suspect that this is in preparation for a grander move that would require solid financial backing.
    3. Buyout TP1 of 117 (Biolumiscent Tunicates) [Economy] - 15, Success
      The Kelad, their successes with the Caral reassuring them that their plan can work (and their finances looking much healthier from it), begin looking elsewhere for more resources that the other families might need. Seeing the dealings the Tellan are having with the people along the trade route, and the interest in the region for good reliable light sources, they look around for something they might be able to sell the Tellan and find that they don't need to go far - in the northeast corner of the known world are a people who farm and sell live tunicates who put out an impressive amount of light. Enough of these scattered around the lands of the sea cow herders would provide them with all the light they could need, so the Kelad get on with buying up a slice of the tunicate business.
    4. Buyout TP1 of 109 [Economy] - 17, Success
      The Tellan based in Orope aren't complacent about their side of the operation, and look for opportunities to expand. With one of the western nations buying up the remainder of the Giantsbane Seed industry in Orope, they look further afield, and an opportunity scout accompanying some Middish followers of the Way finds that opportunity - to the west of Orope, past the Lux-Glossian colony, there was a notable Flowing Way presence due to Middish efforts to pass the knowledge on. That kind of mutual understanding (albeit flavoured by differences in the Middish and Cyphiri understandings of the subject), the opportunity scouts soon found a way in for the Tellan to invest in the area. They weren't quite sure what they were going to do with the ash they were getting, but they had a few small buyers to make it worthwhile for the time being.
    5. Colonise 129 [Economy] - 15, Success
      While Artan and the Council Fund had made agreements with the Kalan to stay out of the unclaimed southern territories, the Cyphiri families felt like they had no such obligation. One family in the Union Council, the Pylet, led the charge on settling there, seeking to expand the amount of Cyphiri settlements they had influence in and thus their power within the Union, and while the Hallus publicly complained in the council about the risks of a reaction from the Kalan, their leadership privately backed many of the settling families, seeing an opportunity they could exploit in the future and expecting the Kalan to be too busy with their mercenary work to act.


    Nonactions
    • Spend 1 CCA Favour for +1 Reputation
      With their overtures to the Chelonians having gone well so far, and the base they built already seeing plenty of use, Garren decided to work to deepen the relationship between Union and Chora. The expanded range passage on their convoys granted wasn't of much use to the current ventures of the Cyphiri families, but Garren had a feeling that this wouldn't always be the case..
    • Choose not to convert the 129 Holy Site as a part of colonising the region, leaving it as Sakurado.
      The various families settling the south found that the place wasn't strictly uninhabited - the missionaries of the Sakurado were spread throughout the region, presumably using the region as a stepping stone to elsewhere in the south. The settlers left the Sakura-Jin be, trading with them and letting them be a part of any communities establish if they wish. Some Cyphiri even start listening to them about their beliefs.
    • Raiding Refuge: Pay the Divine Nacres 1 Treasure for protection against the next Reaver attack
      The Nacres' offer of protection from the Reavers to come is a subject of considerable debate among the Cyphiri families. That the Reavers are a real threat isn't disputed much - too many of their collected stories feature them in some regard - but what to do is more hotly disputed. Some, like the Hallus, use the issue to push their idea of a permanent military force rather than relying on ones as little-known as the Nacres, while others point to the fact that they don't know where the Reavers will target, and they're paying a considerable sum to avert a disaster that might not happen, but most agree that it's worth the price, and in the end Garren takes action rather than letting the debate continue and just pays them what they ask.
    • A Monumental Undertaking: The Great Hall of the Union [1/3]
      With the Cyphiri continuing to spread across the known seas, setting up business operations in distant seas and starting to settle outside Cyph-Arel, the families of the Union Council (who have typically kept their focus within Cyph-Arel) collectively decided that it was time to make a statement of strength, a reminder that Cyph-Arel is the heart of the collective Cyphiri business empire and their authority - the obligations the lesser families owe to them - matters. It is decided that this will be done in the form of a grand structure, a Great Hall to be the center of Union Council business and a symbol of the power they wield, every Council family directly contributing part of their wealth or assets (as opposed to relying on the Fund) to construct it. Designs begin to be put together regarding the building itself, Council Fund agents hiring contractors and going around the families to secure their contributions, but for the time being the biggest obstacle the project faces is political rather than practical - put simply, the families cannot agree on where to build the damn thing. There are plenty of suitable sites across the settlements of Cyph-Arel, but with so many Council families focusing their power around those settlements rather than spreading outwards, there are plenty of arguments around avoiding one family having excessive influence in the Great Hall's home settlement and similar concerns. Regardless of that strife, the planning goes ahead.
    • Claim +1 Prestige from All That Glitters for eaching 2 passive Treasure Income.


    News and Rumours
    • The Steward's warnings about military readiness and the risk of relations with them souring aren't particularly noted by the Ulnesh, having already dismissed the offer of a loan and being comfortable in the current peace and safety. However the Hallus family seems to have taken note, those members of the Council Fund originating from the family pushing for the establishment of a retainer mercenary force, and the Hallus themselves beginning to discreetly inquire about the possibility of securing Kalan services. Whether they simply want to ensure the security of the Union (or more accurately, their interests within it) or have deeper ulterior motives is up for debate, but the Hallus have made great strides in gaining the support of the other council families, making trying to denounce their actions tricky.
    • While there has been call for a formalised Cyphiri Way to coexist with the Middish Way, thus far little progress has been made. The Cyphiri's understanding of the Flowing Way allowing for plenty of variation and interpretation has presented significant hurdles to those followers of the Way trying to make any organisation happen.


    Families of the Cyphiri Union
    Spoiler
    Show

    There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).
    Ulnesh
    Dominant power among the families, split between being the top agricultural family and a strong political structure, uses the two in tandem to maintain influence and strengthen both fields.
    - Garren Ulnesh: Head of the family and as such ruler of the Union, driving the push to look outside of Cyph-Arel for opportunities, and a dedicated student of the Flowing Way.
    - Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries.
    - Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack
    - Relas Ulnesh: Youngest of Ulnesh's internal council, Garren's preferred successor, quiet and observant but untested, many family members unsure she deserves her position
    - Werran Ulnesh: Devoted follower of the Way, close to Garren, excited to spread the Flowing Way to new lands, very curious about the way other countries and faiths work.
    - Chelat Ulnesh, mainly deals with other major families and the Union Council, good at it but is dismissive about other countries and the advantages to working with them
    - Helad Ulnesh, coordinates loans between the Ulnesh and other Cyphiri families, deciding who gets the offers and how they're repaid/the influence gained is otherwise used.

    Council Fund
    TPs: 122.1
    Acts as a family but not bloodline based, made up of people and assets contributed by every Union Council member. Creates and maintains a source of income that is used for the good of the Union rather than individual families (although council families use past loyalties and political maneuvering is used to push their focus towards their interests), and also pays for mercenaries and trains leaders in case of war. Their members lack surnames, instead working their Fund status into their introductions. Has a lot of investment in the photospore networks across Cyph-Arel. Also the biggest current buyer of the gold prospected by various families.
    - Artan: Part of the section of the Council Fund that works with mercenaries, with her current focus being the Kalan Company. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

    Hallus
    The second-largest agricultural family due to being the inventors of trophic deconvolution and leveraging that advantage as the Union adopted those methods. Eager to continue making advancements, has eyes on the Ulnesh family's position.
    - Pelir Hallus: Pioneer of Hallus biotech research, not technically the head of the family but has enough influence through the family to get what they want (if possible).

    Tellan
    TPs: 114.2
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Attempting to gain control of some part of the Giantsbane Seed industry in Orope. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish.

    Carral
    TPs: 123.1
    Small decentralised family down on its luck, turning to the Bone-Grinder's Guild of 112 to try to make a new future for themselves. Their attempts to become more powerful in 112 have stalled for now with little gain, but the expedition eastwards that the Bone-Grinders sponsored has borne fruit for them, and they are now making moves towards gaining full control of the economy there, with support from the Ulnesh and Kelad families.

    Kelad
    TPs: 127.1
    Another minor family, and one that's been very active in sending out opportunity scouts to the regions nearby to the Cyph-Arel - Orope trade route. They're not planning on making many big attention-grabbing moves for the time being, but have a plan to acquire resources vital to the efforts of other families and sell it on to them at a profit.


    Statistics
    Spoiler
    Show

    Special Actions Available: Faith 5
    Special Actions Used: Economy 5

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 0, 0 Favours (Expected Change: None)
    The Chelonian Chora: Rep 1, 2 Favours (Expected Change: -1 Favour, +1 Reputation)
    The Divine Nacre: Rep 0, 0 Favours (Expected Change: None)
    International Prestige: Rep 0 (Expected Change: None)

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 Land, 0 Naval (Expected Change: None)

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 1 (Expected Change: +1)

    Trade Posts
    Efective Total Owned 5
    114.2 - Giantsbane Seeds
    122.1 - Native Gold (Mercantile Support Owned)
    123.1 - Malleable Blubber
    127.1 - Ray-Ear Seaweed

    Mercantile Support
    122

    Cities
    None

    Trade Routes
    Cyphiri <-> Ironkelp Knights

    Specialised Ships
    None

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


    Faith
    Spoiler
    Show

    Faith Holy Sites: 8

    Clerical Support
    122

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show
    122 - Historicity

    Last edited by Volthawk; 2022-05-16 at 10:11 AM.

  7. - Top - End - #67
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
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    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 3
    Military: 7+1
    Economy: 3
    Faith: 2
    Intrigue: 4+1

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Military: Raise a Unit
    Military: Raise a Unit
    Olgght continues to gather Pfith warriors to their cause. Their following now contains numerous hordes, ready to fight and earn glory. All that's needed now is a target.

    Military: Build The Line of Olgght [2/5]
    +2 to Shallows Appreciation this round
    Under orders of Olgght The-one-who-consumes, a wall of fortifications, barracks, and watch posts begins to grow around the borders of the Pfithreef.

    Intrigue: Coerce 130 TP 1 for Mineblossom Sponge
    Intrigue: Coerce 104 TP 1 for Shiv'rchins
    Pfith raiders move out, targeting nearby useful resources for hostile takeovers. Those who cooperate are rewarded. Those who don't... Best not to think about that.

    Non-actions
    Contribute to the Songline of the Broken Seas (coming soon)


    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.

    Spoiler: Military
    Show
    Units: 3
    Generals:
    Gtsit the-second-champion: 8. Sea's Opportunity: Defending: enemy takes double battle penalties from terrain, Attacking: transfer battle penalties from terrain to enemy.
    Military Technologies:

    Spoiler: Economy
    Show

    Trade Posts Owned:
    War-Jellies: 132.1
    Hard Metal: 132.BASE

    Economic Techs:
    Composite Grafting

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation score: 4
    Last edited by bc56; 2022-05-14 at 10:22 PM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  8. - Top - End - #68
    Ettin in the Playground
     
    Tychris1's Avatar

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    Jul 2010
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    Mt. Ebott
    Gender
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    Default Re: Empire 7: Into the Depths

    The Lighthouse

    Ruler: The Vessel
    D: 4
    M: 6
    E: 5
    F: 5
    I: 2

    Actions:

    1) Invade Region 19 with 3 Units
    Commander: The Vessel, Freshly Daubed in the dew of Slaughter, and charged with bringing the Lamplighter’s head.
    Tactical Doctrine: Unyielding Force
    Wielding the War Palanquin of the Anointed Dead (Which now bears the mummified remains of the previous Vessel)

    2) Raise Unit
    3) Raise Unit
    4) Faith 5 Special, Artifact:
    The Radiant Sword:
    A blade made of shimmering light. The edge is a floating formless shard of light, shimmering with holy text inscrutably in its massless length. The inscription seems to hang in the air; the language of Light spoken by the Radiance. No shield can repel its supernatural force and the rapturous light of the lives it snuffs illuminates its majesty to devastating effect.

    For every two casualties suffered by enemies in battles that the Radiant Sword is brought into it gains a charge. The Radiant Sword provides its wielder a +1 battle bonus for each charge. It can hold a maximum of 3 Charges, adding 10% own casualties for each charge, and losses all its charges at the end of a round where it is not used in battle.
    5) Military Special 5: Raise a Fortress in Binar Fajar

    Ruler Stat Increases: +2 Military

    Non-Actions: Resist all conversions and buyouts unless noted otherwise
    Support Corona's buyout
    Support Silent_Interim's Conversion
    Accept Cultural Exchange from Ivor

    Stats next round
    D: 4
    M: 8
    E: 5
    F: 5
    I: 2
    Last edited by Tychris1; 2022-05-14 at 01:53 PM.
    “I’m a Terrorist not an idiot.” - Me
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  9. - Top - End - #69
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Region 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 7-9 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights

    [img]put a flag here at some point[/img]

    Actions:

    1. [Faith] Convert the Glossian Sea [Region 135] HS 2 to the Flowing Way (support): 14
    At the request of the Matriarchs, the Order opens missionary work in the Glossian Sea to volunteers. They quickly recognize the importance, both cultural and narrative, of the crystalline caverns beneath Leriander, where they find great success preaching to the leaders of new Shades, who already seek to divine fate through the colors and shapes of the crystals.

    2. [Military] Invade [Region 113] with 5 units led by Knight Commander Amlaigh Tolmach (10), attempting Quiver Hell's Foundations (+2 to the battle roll on a success), receiving an additional +1 to the battle roll from the Middish Way (5 units, +10 Maneuvering, +1/+3 battle roll)
    Route: adjacent (no special borders) (no distance losses)

    An argument in the Order's communal mess proves to be a much farther-reaching thread of story than anyone could have predicted when, in response to a heated remark from a Alemiddish Knight casting aspersions on the courage and capability of the Scoshmiddish, K.C. Tolmach demands the Knight accompany him on a near-suicidal raid into the southern waters or else admit fault and beg penance. When he accepts the challenge anyway, Edward Eston, the Second Master, intervenes, assigning a detachment of Inslangue knights to accompany them and allow them to save face without the actual loss of valuable military resources - an action which is immediately misinterpreted by every Knight Bailiff in the Order, burying the Knight Commanders in a landslide of petitions to be allowed to join in the holy march which is obviously underway and win their fair share of the glory. Sorting out the situation and officially placing Tolmach in command of the Order army takes over a month, by which point the invasion is already well underway, with dozens of dispossessed, land-hungry nobles and hundreds of knights seeking to enhance the tale of their deeds encamped in lands south of Orope.

    3. [Military] Raise a unit of Lomblangue Knights
    The disciplined formations of the Lomblangue, and especially Knight Commander Gregorio Carafa, are less eager for glory than many of the other Knights, and their forces do not take part in the skirmishes to the south.

    4. [Military] Impress the Abyssal Stewards
    Though there is approximately zero chance of the Order's Knights being sent to serve in a foreign, heathen military order for vague and unexplained purposes, His Majesty still desires to retain good relations with the Abyssal Stewards (and also privately expresses interest in the ancient relic they appear to possess). As such, the resources of Insol are marshaled to display the Middish's readiness for battle.

    5. [Military] Begin Giantsbane selective breeding projects (Impress the Abyssal Stewards)
    Many chaplains of the Order, flush with foreign technologies, ideas, and techniques, have begun experimenting with various attempts to improve the military capabilities of the Giantsbane seedpod. Dame Commander Clare Delamere of the Inslangue takes a leading role in these experiments, which already show great promise in increasing effective range and lethality despite the plethora of toxic, explosive, and high-velocity (and all of the above) failure states involved in working with the surprisingly temperamental plant. In the course of their journey to Insol, the Abyssal Stewards show interest in the seedpod technology, so his Majesty organizes a demonstration joust, capped off with the exhibition of some of the newly-developed strains of seedpod (specifically those with the lowest probability of poisoning or blowing up the foreign visitors).

    Nonactions:
    1. Though vague and plausibly false, the rumors of a powerful military artifact to the northeast cannot be ignored - both for the security of the faithful and for the prestige a noble house would gain from owning it. Bid 2 Treasure on the [Region 177] "superweapon."
      .

    Spoiler: News and Rumors
    Show

    • .



    Spoiler: Ruler Information
    Show
    Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 3
    Military: 8
    Economy: 3
    Faith: 6
    Intrigue: 3

    New Ruler Next Round? no
    Expected Stat Bonuses: Military +2


    Spoiler: Other notes
    Show

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

    Land units: 5 / 5

    Treasure: 2 -2

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting

    State Religion: The Middish Way of the Flowing Way
    • 5 HCs: +1 (offensive?) battle rolls

    Reputation:
    • PRS rank 2
    Last edited by Minescratcher; 2022-05-14 at 08:09 PM.

  10. - Top - End - #70
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders

    Laksha
    Diplomacy - 4 || Military - 3 || Economy - 6 || Faith - 6 || Intrigue - 3

    Actions:

    1: [Faith] Impress Clergy in Bastion. [Roll: 16, Success!]
    The last step to colonizing Bastion is, of course, to make sure everyone is on the same page. Or at least, as close as Gravetenders get to such unity. Bringing the debates unique to Bastion and Pardalis into harmony with the greater understanding of the Flourishing Sequence takes some time, but with Laksha and Sersi in agreement, it was inevitable.

    2: [Diplomacy] Sway Aristocrats in Bastion. [Roll: 12, Success!]
    Aristocracy is a strange concept amongst created beings, but there are those with skills above the rest, and they occupy positions of power. Keeping Pardalis running smoothly means clever words and collaboration. Sersi once more proves herself invaluable to Laksha, bringing the key Gravetenders needed around before the request is even made.

    3: [Diplomacy] Sway Merchants in Bastion. [Roll: 12, Success!]
    Trade is, of course, self-evidently important, and something Laksha concerns herself with personally. Within a year, Bastion's economy is in line with the Dead Cities, and the bond between the two is strong and stable. With this, Bastion, and Pardalis, are strongly integrated to Laksha's guidance, and the Gravetenders are secure in their claim.

    4: [Diplomacy] Diplomatic Mission to the east. [Roll: 11+1, Success!]

    5: [Economy] Build a Specialized Ship.


    Non-Actions:
    Take the Chelonian Chora's offer, owing one Favor in exchange for retroactive Seek Aid on the Diplomatic Mission to the east, turning the 11 to a 12 and securing success.
    Host an event!

    Fruits of the Reef in Bloom

    Having fully settled Bastion, the Gravetenders turn some of their attention back to their capital. Dead City Urodela is chosen for what Laksha intends to make into a yearly event. An message, open to all, is sent out inviting their fellow nations to bring examples of their culture, be it art, writing, history, or something stranger.

    [Rolls]

    Leader improvements:
    Diplomacy 4 > 5

    Leader stats for next round:

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


    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favors
    The Abyssal Stewards: Rep 1, 0 Favor (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: -1 Favor)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 4, 0 Favor (Expected Change: None)

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: None)

    Aristocratic Support
    78,

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    78.1 – Preserved Food

    Mercantile Support
    78,

    Cities
    None

    Trade Routes
    The Seatide Confederacy

    Specialized Ships
    None

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect.
    Graduated Symbiosis No mechanical effect.
    Photospore Signaling No mechanical effect.
    Supernatic Propagation No mechanical effect.
    Trophic Deconvolution No mechanical effect.
    Composite Grafting
    No mechanical effect.




    Faith
    Spoiler
    Show

    The Blossoming Sequence

    Faith Holy Sites: 6

    Dead City Urodela: This Dead City is placed such that the light which streams from above is channeled into a series of crystals, all sculpted into abstract forms.
    Dead City Tacca: Known for its meditation chamber, and the series of elaborate Reliquaries the faithful have built inside.
    Dead City Chantrieri: Chantrieri towers above the rest, precipitously built along a sharp dropoff.
    Neoplastic Monolith: A great roiling mass of hard, stone-like flesh grows near the [direction of nearest waste or toxic border] border of Danabae. It shifts, grows, and consumes constantly, and is revered by some few who dare approach it. The Gravetenders have taken to reflecting upon it, and have built a temple nearby.
    Pardalis, The New City: The first city truly built by the Gravetenders, now dedicated as a holy place of the Blossoming Sequence.


    Clerical Support
    78

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies


    Claims
    Spoiler
    Show

    78 - Historicity
    76 - Integration

    Last edited by Autumn Stars; 2022-05-11 at 07:00 PM.

  11. - Top - End - #71
    Dwarf in the Playground
     
    Aerin's Avatar

    Join Date
    Mar 2022
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    Home

    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate region, Capital: 135
    Round 3

    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Lirix of the Magenta Shade, Eldest of the Matriarchs

    Ruler stats for round 3:
    Diplomacy - 4
    Military - 4
    Economy - 6
    Faith - 4
    Intrigue - 5

    Ruler increases: +1 Intrigue, +1 Economy

    Ruler stats for round 4:
    Diplomacy - 4
    Military - 4
    Economy - 7
    Faith - 4
    Intrigue - 6

    Spoiler: Rolls
    Show
    Rolls for all actions are here:
    forums.giantitp.com/showthread.php?643055-Empire-7-Into-the-Depths-Dice-Rolling-Thread&p=25459296#post25459296

    Actions:

    1. Intrigue: Investigate west of region 100. [15, SUCCESS]

    2. Intrigue: Investigate south of region 101. [12, SUCCESS]

    3. Economy: Settle colony in region 111. (Progress: 1/3)

    4. Economy: Buyout region 131 TP2. (Kelp, supported by OTT) [13, SUCCESS]

    5. Diplomacy: Raise reputation with the Divine Nacres. (Rank 1 -> Rank 2) [13, SUCCESS]

    Non-Actions:

    1. Support OKI's conversion of 135 HS2 to The Flowing Way.
    2. Support COS's buyout of 135 TP2 (Luminescent Crystal).
    3. Support OTT's buyout of 135 TP3 (Luminescent Crystal).
    4. Purchase reaver protection from the Divine Nacres for 1 treasure.

    Spoiler: Reminders for myself
    Show
    You have 1 treasure (0 after this round)
    You owe the Chora 1 favor
    Ask Mine about doing a collaborative song thing for the Chora
    Write up your colony region
    Make a flag!
    Last edited by Aerin; 2022-05-15 at 03:32 PM.

  12. - Top - End - #72
    Ettin in the Playground
     
    TheDarkDM's Avatar

    Join Date
    Apr 2008
    Location
    Los Angeles
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 5
    Military 5
    Economy 4
    Faith 2
    Intrigue 5

    Expected Stat Increases: +1 Diplomacy, +1 Military

    ...

    Actions
    • Diplomacy - Press Claim in Region 28 - 13

      Envoys representing the Lucent Mistress travel north, delivering terms of confederation to the native leaders of the tropic hinterlands. To their people, the lords and chieftains proclaim the arrival a victory, a show of respect and humility that proves their might in the face of the Syndicate's decadence. It is a claim that stokes the pride of the populace, easily believed. And a complete lie. Behind closed doors, the signs of addiction are clear to the kucen's experienced eyes, as the degenerate chieftains sign away the sea lion's share of their power for a reliable supply of Siren. Those who dissent, or who rose to power after the claws of Adiratna had taken root are quietly disposed of, signing the region's surrender in blood as well as ink.
    • Diplomacy - Establish Confederation Claim in Region 27 - 14

      Moving counter to Glistering Mistress Kirana, the Auroran Mistress Intan dispatches representatives of her own into the savage borderlands. Demurring from the open conflict courted by her rival, Intan indulges the pride of the region, lavishing praise and gifts on the mightiest of the local lords. Alarmed by the imminent expansion of Adiratna's power and prestige, she pledges her full financial backing in partnership with these local lords, swallowing her pride in order to secure a shield for her ivory scales.
    • Diplomacy 5 - Establish Cultural Exchange with the Lojanese Republic
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit


    Non-Actions
    • Accept the Cultural Exchange of the Chorus of the Crimson Choir
    • Support the Lojanese Republic's buyout of Siren TP 3
    Last edited by TheDarkDM; 2022-05-15 at 03:56 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!

  13. - Top - End - #73
    Dwarf in the Playground
     
    NecromancerGirl

    Join Date
    Aug 2018
    Location
    Czechia, Europe

    Default Re: Empire 7: Into the Depths IC Thread

    Lojanese Republic
    Time: Round 3, Place: Regions 9 and 8
    Prime Minister Shoeng Thnoet
    Diplomacy: 7
    Military: 4
    Economy: 6
    Faith: 2
    Intrigue: 2



    Rolls
    Rolls 2

    Actions:
    1. [Economy] Buy out TP 7.3 2d6 + 6 Economy - 0 distance penalty success
      The scientific spirit of the Lojanese, instilled in them by the Plo'uogoar, is excited by the number of artifacts in Binar Fajar. Even those less enthusiastic about archeology wonder whether these artifacts could be made serviceable for the Lojanese Expeditionary Force, which is in dire need of equipment.
    2. [Economy] Buy out TP 2.3 2d6 + 6 Economy - 0 distance penalty + 2 assistance success
      While the current selection of imported luxuries is not bad at all, the gluttony of some gourmets knows no bounds, and Lojanese merchants like Gloent Noerjang make lavish sums of money providing for these needs with the best Siren Extract.
    3. [Faith] Change State Faith to Shimmers of Unseen Bane!
      Consumption of the Delight is surging even in the highest circles. Accusations of hedonistic slobbery and of sterile snobbery are nigh-unavoidable. Just in time before this clash of cultures creates lasting rifts, the Prime Minister uses a legally questionable procedure to rush a law enshrining the right of citizens to consume any substance, be it hallucinatory or outright harmful. At the same time, a minimum sobriety requirement is created for carrying out important jobs, with the notable exception of creative jobs, where consumption is encouraged. The public eventually calms down, and even former critics try Delighting. Thnoet has successfuly handled this crisis, but she feels rather nervous about meeting the Plo'uogoar after making such sweeping changes, and so she postpones meetings...
    4. [Diplomacy 5] Establish Cultural Exchange with the Coral of the Protected Statera
      After the Lojanese had apologized for uncouthly, though inadvertently, snatching the mercenary contracts from the Protected Statera, more diplomats began to routinely travel across the tropics, informing themselves on the other polity's ongoing projects, governance and culture. The Lojanese for their part were eager to adopt the improved communication networks used in the CPS. Among differences, many similarities also surprisingly came to light, for example the analogical roles of the Plo'uogoar and the Sanctum Cerebrum. Despite ongoing rivalries in trade, a beautiful friendship thus began to blossom between the two nations.
    5. [Diplomacy] Sway Aristocratic support in region 6 TN 12 vs 2d6 + 7 Diplomacy + 1 Prestige - 0 distance penalty success
      The continued mercenary contracts and geographical proximity make the exchange of messages between Lojanese and Selachian nobility and officials inevitable. The number of cross-border projects is rapidly increasing, and common diplomatic protocols are being established for ease of communication.


    Non-Actions:

    Accept Cultural Exchange from the Lambent Syndicate
    Take up the CCA on [Opportunity] Repayment Plans and pay 3 treasure to them for 1 favor
    Disburse one further unit of treasure from the state's nigh-bottomless treasury towards the DNA's [Offer] Raiding Refuge.
    [Renown] A Monumental Undertaking: 3-part project in Lojan "Jewelled Inn":
    Spoiler: Jewelled Inn 1
    Show

    At the height of the delight-of-moonlight craze in Lojan, a circle of enjoyers receives a shared vision of a true home beyond all the homes they've known during a particularly intense session. With enthusiasm, they set about making their dreams a reality, founding a commune of like-minded people who pitch in as much work and money as they can afford. To what end? To build the Jewelled Inn on a major sea lane leading to Kaarme, to provide rest and enlightenment to travellers and a meeting place for the commune, to avoid the prejudice of the general public and hatch plans for said society's betterment. As actual construction begins, disagreements about the fine details of the vision arise. Ultimately, it is agreed that everyone's vision is correct in some way, and so the building grows to be very eclectic, a patchwork of materials and architectural styles.


    Send another fluff contribution to the Coraline Compendium, using the favor to pay off debt.
    Spoiler: Coraline Compendium
    Show

    The delapidating buildings of the Ancients silently stand in less visited areas of Lojan still, surrounded by an air of mystery. Their original purpose and outline are lost to history, but that is precisely what lures many a tourist or amateur archaelogist inside, with no restrictions on their imagination. It is known the Ancients possessed highly advanced genetic manipulation technology, which leads experts to believe that they bred large, hollow creatures to serve as living buildings. Unfortunately, it seems that over the centuries, the waters of the ocean have decomposed or carried away even the skeletal remains of such creatures. Thus, we only have access to the inorganic structures, which have been classified into several types.

    The first type are tall and thin spires, today mostly lying collapsed on the seafloor, made of glass more clear than the ocean, so clear that one inevitably hits their head on it several times when exploring a site for the first time. Their shape can be straight, or curved, and they have very little in the way of rooms or internal partitions, looking somewhat like colossal laboratory equipment. A notable example in good shape is the Shtue'ear, around which explanatory boards and guides have been posted for the benefit of visitors, and it is viewed as a cultural heritage.

    Another type are the "stone teeth", seamounts with spirals composed of rectangular teeth-shaped patterns carved into their sides, winding around many times before reaching the top. Informally identified by some Divine Nacres members as "staircases", these carving appear to serve no practical use, being merely long, decorative cornices. The insides of these mountains are perhaps more interesting. Smooth corridors weave through hard stone as if it were a sponge, decorated by insets of colorful precious minerals, most of which are now regrettably missing. The corridors, strangely enough, never meet, even as they circle around and miss each other by millimeters, to the point that you can see someone moving next to you through the translucent layer of stone and speak to them, nevertheless you have to swim out of the mountain entirely in order to touch them. All of the corridors are the same size, four meters in diameter, giving us a ballpark estimate of the Ancients' size. Complete darkness fills the corridors past the first few corners, hindering exploration efforts. Some corridors enter the mountain on one side and exit on on another, or even the same side, but for others, the far end has not been discovered yet, leading some to speculate that these corridors lead to chambers deep underground.

    -----

    Architects, builders and craftsmen are respected in Lojan, and their work is viewed almost as supernatural, creating something out of nothing. They mostly travel between settlements, taking all decent jobs and then moving on, but rich nobles and merchants are able to employ them full-time. In order to prove their capabilities in places they have never visited before, each artisan refers to the authority of their (preferably famous) teacher and uses a distinctive style inherited from that teacher with a few changes, spreading the awareness of their school further. Well-established artisans usually pick the most intelligent, well-behaved and talented children they see on their travels as their pupils. The parents usually do not disagree, as it leads a good career for the child, and in the case of the Tobar, parents overall do not have the energy to care about their hundreds of children that much. "Hard" buildings made from stone, glass or other minerals are fairly rare and expensive, so architects who slip up in the design are often not only widely discredited, but physically punished as well.




    News and Rumors:
    • The Lojanese government and merchant associations are concerned about the influence that the Hymenocera Expanse is gaining in region 13, which could endanger Lojanese monopolies interests in the wider area.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 8
    Military: 4
    Economy: 7
    Faith: 2
    Intrigue: 2

    New ruler next round? No

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


    Spoiler: Country Info
    Show


    Special Actions Available: D5 E5
    Special Actions Used:

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports
    # Name Owned Claims Supports
    9 Lojan yes Historicity, Integration ACM
    8 ??? from round 3 - -
    6 Selach? no - M

    Reputation/Favours
    The Abyssal Stewards: Rep 1, -1 Favours (Expected Change: +1 favor)
    The Chelonian Chora: Rep 0, -1 Favours (Expected Change: +1 favor)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 2 (Expected Change: +1?)

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show


    Units: 3 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2



    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 5 (Expected Change: -3+2)
    Trade post income: 2 Treasure/round

    Trade Posts
    Total Owned 5 (9 for Treasure gain)

    TP Resource Type Used for Merchant support owned?
    9.1,2 Ching He'aang Precious Stone, Fireworks - yes
    6.1,2 Selachian Mercenaries Precious Stone, Fireworks - yes
    17.2 Delights of Moonlight Hallucinogen, Food? Lojan import no

    Region Desired Import Source
    9 Lojan Spices region 17
    8 ??? ?? ??

    Cities
    None

    Trade Routes
    Coral of the Protected Statera

    Specialised Ships
    None

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Mandate of Plo'uogoar

    Faith Holy Sites: 2

    Organised Faith Bonuses
    None

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show

    ABS
    [Task] Begin work on the Coraline Compendium [1/5] - The Abyssal Stewards, patient though they may be, are not particularly subtle: it is eminently clear that the emissaries they send inquiring about the architectural stylings and favored forms of craftsmership of the various cultures throughout the tropics have other concerns on their mind than mere professional curiosity. Nonetheless, cooperation with their efforts is likely to earn their favor, and the results of this 'Coraline Compendium' may turn out to be interesting.

    (Task: Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 4. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    CCA
    (Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.)

    [Opportunity] Making Connections -

    (Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)

    [Taboo] Overextension -

    (Taboo: The Chelonian Chora disapproves of reckless expansionism!
    Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.)

    DNA

    [Request] Expanding Possibilities -

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

    (Offer: The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers! Benefit: Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6. Cost: 1 Treasure OR 1 Favor for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected. Duration: Until the end of Round 4. Details: Reavers are certain to attack, but their targets are unknown.)

    PRS

    [Affluence] A New Generation - With expansion once again available, there are numerous areas of the ocean that remain heavily depopulated. Those who manage to take advantage of the opportunity this provides, and bear the burden of responsibility such advantage creates, are worth of respect and admiration - go forth, and plant the seeds of civilization in untamed waters!

    (Opportunity: The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. The first country in each starting zone to settle a Colony region will gain 1 Prestige. Duration: Until fulfilled. Special: Simultaneous completions result in both countries gaining Prestige.)

    [Acclaim] The Ties That Bind - Allies, confidants, and conspirators are key to the long-term success of any large polity. A healthy and stable government is a remarkably social creature, and to expand by social means is not only laudable, but admirable, whether it be through ties of family cemented by the next generation, or of friendship cemented by time and effort.

    (Opportunity: The first country in each starting zone to successfully press a Marriage Claim will gain 1 Prestige. The first country in each starting zone to successfully Integrate a region acquired by Confederation will gain 1 Prestige. The first country in each starting zone to have a Fabricated Claim uncovered as such will lose 1 Prestige. Duration: Until fulfilled. Special: If multiple countries simultaneously fulfill the conditions, all eligible countries gain or lose the relevant Prestige.)

    [Affluence] All That Glitters - What better way to demonstrate one’s power and prosperity than ostentatious displays of wealth? An old method, but one which needs no explanation - to have enough resources to waste them on opulent displays is to demonstrate, irrevocably, one’s ability - so deeply understood is this fact that even wild beasts will grow inefficient, self-sabotaging, or metabolically expensive displays to show off to potential mates. Surely this knowledge will not be wasted on civilized folk?

    (Opportunity: The first country in each starting zone to have 5 Treasure will gain 1 Prestige. The first country in each starting zone to have a passive Treasure Income of 2 or more will gain 1 Prestige. Duration: Until fulfilled. Special: If multiple countries in the same starting zone are the first to reach 5 Treasure in the same round, all eligible countries will gain the Prestige. If multiple countries in the same starting zone are the first to achieve a passive Treasure Income of 2 or more, the country in possession of the greater variety in Resources will gain the Prestige. Ties are broken by opposed Economy rolls.)

    [Renown] A Monumental Undertaking - It is not only the Gravetenders who are compelled to consider legacy and grandeur - the allure of grand projects intended to inspire awe, love, fear, or other such useful mental states can be felt by all.

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

    [Acclaim] To Greatness -

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

    [Notoriety] The Fragility of Fear -

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



    Last edited by Corona; 2022-05-15 at 05:06 AM.

  14. - Top - End - #74
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 3

    Ruler: The Youngest, First Chosen of the Mother of the New Era
    Diplomacy: 3
    Military: 4
    Economy: 4
    Faith: 9
    Intrigue: 4

    Actions (and rolls):

    Faith: Impress Clergy in Region 66 (TN 12) Roll: 20 SUCCESS
    Spoiler: As the Great Mother wills it
    Show
    The Anointed Prophet of the Eternal Communion comes late to the Seas-Not-Yet-Dead. This cloud has learned something of the way that clerics of other realms present themselves, and though it isn't an ecclesiast in the way of a faith which seeks to evangelize and govern, it has assumed the movements of its analogues among the realms. This grants it sway, for in its confident and unhurried swim, it projects the dignity only found in Eternal Communion. The Anointed Prophet flow to stand above the center of the Shattered Obelisk, a holy site to the locals, now used as a place of contemplation of the Eternal Communion. Upon this reclaimed sacred ground, they speak:

    When we come, as we soon must, to the sands of these waters,
    Swum mad from stating the obvious,
    Not proclaiming your fall but begging you
    In the Mother's name to have self-pity,

    We spare all word of the weapons, their force and range,
    The long numbers that rocket the mind;
    Your slow, unreckoning hearts will be left behind,
    Unable to fear what is too strange.

    Nor shall we scare you with talk of the death of the race.
    Why should you dream of this place without you?—
    An isolate's mere life, the sands untroubled about us,
    A barren land sterile and pure?

    We speak of your own change. Though we cannot conceive
    Of an undreamt thing, we know to our cost
    How the lone life crumbles, the fins are tattered by age,
    How the mind alters. We could believe,

    If you told us so, that the blubbered Mer will slip
    Into life-stained lands, grown dumbly content,
    The fish avoid the reaches of our peace,
    The seaweed lose its tendriled grip

    On the cold floor, and every torrent still
    As our Dead Seas, the dying struggle
    Stilled in a twinkling. What should we lack without
    The dolphin’s arc, the Mer's return,

    These things in which we have seen ourselves and denounced?
    And we, Prophet, now we shall call
    Our Riftlings forth when that live tongue is all
    Dispelled, that glass obscured or broken

    In which you have felt the bloom of your love and the doomed
    Hope of your courage, in which beheld
    The singing chorus of the soul unshelled,
    And all you mean or wish to mean.

    Ask us, ask us whether with the land wiped clean
    Our hearts shall fail us; come demanding
    Whether there shall be lofty or long standing
    When the dark channels of the Mother gape.


    [Grossly adapted from Richard Wilbur's Advice to a Prophet

    The speech, here at the heart of the Seas-Not-Yet-Dead, as the locals are freshly embracing the new ideas of this Eternal Communion they've been hearing about, is received to great applause. The newly indoctrinated are fervent even as they are given a vision of their homeland emptied and made sterile. Why isolates have embraced the teachings of an Eternal Communion they cannot achieve, the Anointed Prophet care not to speculate. To speculate on the desires and interpretations of such pitiable creatures is simply too far a stretch and too tragic an exercise. What matters is that they are swayed, and with clerical support, the Seas-Not-Yet-Dead come one step closer to peaceful reunification with the Dead Seas.


    Faith: Seek Aid on Sway Aristocracy
    Diplomacy: Sway Aristocracy 66 (TN 12) Roll: 7 (CRIT)FAIL
    Spoiler: But resistance remains
    Show
    While the faithful of the Seas-Not-Yet-Dead are easily ushered into the fold, able to glimpse their role in the coming years, the aristocratic class has always been blind. Short-sighted scrabbling for power that lasts only as long as a frail body is enticing only for the most twisted of isolates. Hearing only of the intended expulsions and cleansing, the upper crust rejects even a visitation from the Ambassador to the Occupying Natives.


    Diplomacy: Sway Merchants 66 Roll: 14 SUCCESS
    Spoiler: A rumored trade route!
    Show
    This one, admittedly, is an accident. The Riftlings had sent the Anointed Prophet of the Eternal Communion to scout local trade goods and to determine how difficult it would be to offload them onto the Eternal Spring, which for all the virtue such beings have in their very form of existence is still odd enough to desire the clutter of trade. The Anointed Prophet are, however, accosted by the merchants who have so far been suffered in these lands. Pressed on their purpose, the Anointed Prophet reveal that plans are already underway to establish a trade route with the Eternal Spring and that the coming administration of the Seas-Not-Yet-Dead by the Riftlings will see this trade post fully engaged for all its output. This seems a profitable deal to merchants who fail to understand that the goals of the Riftlings are the expulsion of all residents and that the purpose of the trade route will be to offload unwanted goods, not to profit. But who can fault the twisted minds of isolates for their myopic forecasts?


    Economy: Hoard Treasure
    Spoiler: The price of peace
    Show
    To interact with alien influences is foolishness, but to decline the opportunity to avoid visitation is the greater error. We have sifted through our sands for each speck of shine, each indication of the life once here before the Dead Seas were cleansed, and have come up with enough refuse that something must be worthwhile to the lesser beings of the seas. Likely, the Divine Nacres will prevent interference in exchange for it.


    Spoiler: A denunciation
    Show
    In the waning days of these years, an intruder we believed to have been cowed now sharks up lawless isolates. With only vague rumblings about "restless neighbors," the Scintillating Ceiling has raised an army on the border of our Seas-Not-Yet-Dead. Let every civilization know of this treachery. That a state which already has been thrown back from its meritless incursions into our lands now arms itself for war means none in our waters will know peace until they lay down their arms. Messengers have been dispatched to every power in these waters, and this threatened incursion will not stand.


    Spoiler: A military agreement
    Show
    We have never thought much of the Nathi. Too welcoming of foreign influence and only one region from our eastern border, these isolates pose a threat to peace in these waters. Nevertheless, it is first among these addled creatures that a spark of nobility shines within the dark cloud of the Scintillating Ceiling's wickedness. We pledge to raise two units in the next years to contribute to the Nathi military intervention to protect the Seas-Not-Yet-Dead. For this, they are owed a favor up to and excluding the intervention of the Great Mother.


    Next turn stats:
    Diplomacy: 4 (+1)
    Military: 4
    Economy: 4
    Faith: 10 (+1)
    Intrigue: 4
    Last edited by Lumaeus; 2022-05-15 at 09:44 AM.

  15. - Top - End - #75
    Firbolg in the Playground
     
    Miltonian's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread


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


    Leader: Grinmaw the Calamitous
    Diplomacy: 2
    Military: 7 => 8
    Economy: 6 => 7
    Faith: 1
    Intrigue:3

    ROUND THREE: The Blood Hunt
    Oh, the wisdom of the Reef in Red! I wish to hear it once more. But this time, I hope to gain more than scraps. I hope, with all my many limbs, that it will look favorably upon me, as a parent does to the colonies they founded.

    Actions!
    • Military: Attack Region 20 with Carapace (Skill 10) leading all three units of the Military, using the Tireless Doctrine.
      The Blood Hunt
      Carapace leads the Unity to War! The Reef in Red has made its wish for blood known, and so, as the Unity have none of their own, they take it upon themselves to harvest it as tribute to the Greatest and Wisest of All. Win or lose, it matters not. The blood of the slain defenders will be gathered into jars specially made from Jaderock Coral, to be sent as tribute when the battle is concluded. Thus may the sins of the Unity not only be forgiven, but the favor of the Reef gained. Grinmaw wishes to hear more of its wisdom, after all, and hopes that this gift will be sufficient to win the favor.
    • Military: Raise Unit
    • Military: Raise Unit
    • Buyout Region 20 TP 2 (Failure)
      As it turns out, creepy zombies do not make for the best business partners, or so say the locals. This will not be forgotten.
    • Economy 5 Special: Create Special Ship
      Grow. Grow and expand. Such is the edict of all life. But, while Carapace attempts to take lands by force, some of the other colonies look to the unknown regions as potential places for expansion. They begin to build a massive, rolling shell of Jaderock, designed to carry the Unity safely through dangerous and toxic environments. The hardy nature of the material and its fast growth will mean that, no matter what terrain it encounters, it will be able to forge ahead.


    Non-Actions

    • Support Conversion by the Reef in Red, our True Lord


    News and Rumors
    • Carapace eyes the lands near the Abyss hungrily. With his forces now organized, he sends out scouts to look for a likely target to attack...



    Spoiler: Bookkeeping
    Show

    Active Generals: Carapace
    Carapace's Tac-Doc: Tireless
    Under this general's command, the hordes act as one unit, minimizing losses.
    -10% to own casualties, +2 to allied leader loss rolls.

    Military: 3/3 units

    Owned TPs: 22 TP 2, 21 TP 1

    Treasure: 3
    Last edited by Miltonian; 2022-05-14 at 09:46 PM.

  16. - Top - End - #76
    Ogre in the Playground
     
    HalflingPirate

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    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions: Round 3

    Spoiler: Polar
    Show

    The Shark King
    Dip 4, Econ 2, Mil 9, Fai 6, Int 5
    Treasure: 1
    Military:Sack: Sack region 69 SEN trade post 1 for Edible Algae

    In the years following their great hunt in spawn point, the nomads grow hungry again. Shark riders from the open waters raid peasants’ algae farms in neighboring Danaebae, moving fast, hitting hard, taking what they can, and giving nothing back.

    Diplomacy:Host a private event: A Bigger Fish Invited Nations: Deep Blue, the Dragiau Residuum.

    Intrigued by the stories his hunters told of Spawn Point, and the Dragon's warnings of a God of the Herring, the Shark King sends an emissary to Queen Brenhineplisgyn requesting her assistance in an expedition to communicate to the herring god. Lawenach the Jovial's name is mentioned specifically.
    Spoiler: OOC Note
    Show
    This is a private event, but if you want to crash it message me.


    Spoiler: Temperate
    Show

    The Kalan Company
    Military: Offer: Until the start of round 6, any nation in the temperate zone may use a nonaction to pay 2 treasure to hire the Kalan company’s remaining units as well as Roland the Small (mil 6) to assign to that round’s battles as they see fit. If multiple nations desire the Kalan company’s services the same round, the tie is decided by either one side offering more treasure or a coin toss. The loser’s treasure is not expended. Current Kalan company units: 4.

    It is time, Roland decides, for the company to do what it originally set out to do: sell their claws for coin.

    Region 117
    Intrigue: Offer: Until the start of round 5, any nation in the temperate zone may bid treasure to purchase a powerful weapon that may or may not exist. The minimum bid is 1 treasure, and the highest bid at the start of round 5 will receive the item. Once bid, treasure is considered spent, but losing bids regain their treasure at the start of round 5. Ties are decided by an economy roll-off.

    Region 117 is well known by those in the know for having one of the largest and best black markets in the temperate zone. This black market is currently aboil with rumors. A prominent weapons dealer claims to have come across a remarkably powerful piece, but refuses to let anyone see it. She is auctioning the item, sight unseen, to any who wish to purchase it in an auction consisting entirely of dead drops, and somehow word makes its way to every ruler in the area. Whether it is real or a particularly elaborate Hoax remains to be seen.
    Spoiler: Tropical
    Show

    Region 20
    Military Offer: As a subaction of a kidnapping action against FAY, any country other than FAY may take Warchief-Commissioner Wildsford Smith along on a Kelpie hunt. The first such country to successfully capture a Kelpie with Smith and relinquish it into his custody will receive 1 treasure and the Aristocratic support node in region 20. If multiple players achieve it the same round, the higher kidnapping roll receives the rewards.

    An avid hunter, Warchief-Commissioner Wildsford Smith spent most of his spare time (and a good deal of his time “on duty”) hunting the rarer creatures of the tropics. Of course, one of the greatest hunts left on his list is the rare and elusive Kelpie, a creature so strange that few have even seen one and lived to tell of it. To undertake such a hunt would require a full team of skilled hunters, so the Warchief-Commissioner has put the word out that for the first time in his 20-year hunting career, he’s looking for a partner.

    Region 13 permits prospecting paid for by HEX.




    Spoiler: Standing Offers
    Show

    Note: Unless otherwise specified, offers are canceled and rewards cannot be redeemed if their issuing region is no longer independent.

    Region 59: First to gift them a food trade post receives aristocratic and clerical support.

    Region 117: Until the start of round 5, any nation in the temperate zone may bid treasure to purchase a powerful weapon that may or may not exist. The minimum bid is 1 treasure, and the highest bid at the start of round 5 will receive the item. Once bid, treasure is considered spent, but losing bids regain their treasure at the start of round 5.

    Region 20: As a subaction of a kidnapping action against FAY, any country other than FAY may take Warchief-Commissioner Wildsford Smith along on a Kelpie hunt. The first such country to successfully capture a Kelpie with Smith and relinquish it into his custody will receive 1 treasure and the Aristocratic support node in region 20. If multiple players achieve it the same round, the higher kidnapping roll receives the rewards.
    Last edited by Potato_Priest; 2022-05-12 at 01:49 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

  17. - Top - End - #77
    Barbarian in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Coral of the Protected Statera Round 1


    Magnus Orator
    Dip: 7
    Mil: 3
    Econ: 7
    Faith: 2
    Int: 3
    rolls
    News and Rumors:


    Actions:
    1) [Dip 5] Create Cultural Exchange with LIT

    2) [Econ] Buyout: TP3 in region 26 [11]

    3) [Econ] Buyout: TP1 in region 27 [15]

    4) [Faith] Join in The Crimson Chant

    5) [Dip] Raise rep with the Chelonian Chora from 2 -> 3 [14]



    Non-Actions:
    - Support Conversions by the CCC
    - Accept Cultural Exchange from LOL

    Spoiler: Bookkeeping
    Show
    Leader Stats Round 3:
    Dip: 7
    Mil: 3
    Econ: 7
    Faith: 2
    Int: 3

    Regions:
    Capitol: Region 31 The Protected Statera
    Other:

    Faction Support:
    Merchants: 31, 26, 19
    Clergy: -
    Aristocracy: 31

    Other Bookkeeping:
    Units: -
    Treasure: -
    Trade Route: LOL
    Cultural Exchange: LOL, LIT
    Trade Posts: 2
    31:1 19:1

    Chelonian Chora: 2
    Favors: 1
    Last edited by Ivor_The_Mad; 2022-05-14 at 09:29 PM.
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

    Quote Originally Posted by DivisibleByZero View Post
    We, as humans, have incisors. Those are made for tearing flesh and meat.
    Meat tastes good.
    If we aren't supposed to eat people, then why are they made of meat?

  18. - Top - End - #78
    Dwarf in the Playground
     
    Frostwander's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia
    Region 134
    Turn 3
    Spoiler: News and Rumors
    Show
    Pending


    Actions:

    1) [Economy] Buyout Trading Post - Region 118 TP1 (Roll: 11 - Failure)

    2) [Economy] Buyout Trading Post - Region 135 TP2 with support (Roll: 20 - Success)

    3) [Economy] Impress Merchants - Region 124 (Roll: 12 - Success)

    4) [Economy] Special 5: Raise City - Cadid Santuario (Bonus: +1 Sway Faction)
    The largest settlement in Palacia has continued to grow at an ever-more-rapid pace to match the expanded trade and travel the recent years have brought. Large multi-chamber caverns within the crevasse have been refined and partitioned, while hundreds more residences are carved into the rocks and reefs above. Decorations are as bright and bountiful on such structures as they are on the sereia themselves. Ever aficionados of variety, the sereia have even welcomed certain members of other races with whom they have established trade to take up residence as well.

    As the shelf has expanded both its living space and its role in intersea trade, it becomes apparent that it has become much more than just a connection of dwellings, a refuge from calamity. The heads of the Costa often convene for planning and allocation of the shelf's space, and after much discourse finally announce the formalization of a name many have already called these waters: Sanctuary.

    This official designation of Cadid Santuario cements it as the center of the region, and the largest gathering locale not just in Palacia but for much of the sea around. Representatives, functionaries, emissaries, and tourists come from near and far to take advantage of the increased opportunities for business and pleasure alike. With the influx of such figures, the Costa in turn gain an edge in easier access to prominent figures from many surrounding locales.


    5) [Intrigue] Secret Action

    Non-actions:
    What secrets hold the Deep?
    Spend 1 treasure on Impress Merchants action.
    Spend 1 treasure to secure the Divine Nacres' protection against the forewarned Reaver attacks.

    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 5; Military 3; Economy 7; Faith 3; Intrigue 6)
    End-of-turn increase: Economy +2
    New Leader next turn: No

    Generals:
    Spies: Veruha Mascerena (Intrigue 7)

    Other: Gaspar Peixoto, Business Counsel

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar

    Spoiler: Resources
    Show
    Units:
    Treasure: 5
    Reputation: ABS (1); CCA (0); DNA (0); PRS (1)
    Favors: ABS (1 owed)
    Capital Region: Palacia
    Effective Trading Posts 6 (1 income):
    > Cobalt Dye - 134 TP1 & Merchant Support
    > Giantsbane Seeds - 114 TP3
    > Mineblossom Sponge - 130 TP2
    > Plankton - 124 TP2
    > Pure Berries - 138 TP2
    Primary Religion: Brilhinte (3 Holy Sites)
    > Temple of Raquela - 134 HS1
    > Temple of Desderia - 134 HS2
    > Temple of the Deep - 134 HS3
    Techs: Composite Grafting, Trophic Deconvolution, Megafaunal Tailoring, Photospore Signaling, Graduated Symbiosis, Supernatic Propagation
    Last edited by Frostwander; 2022-05-13 at 01:47 PM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  19. - Top - End - #79
    Halfling in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Seatide Confederacy


    Spoiler: News and Rumors
    Show

    • The Seatide Confederacy has made an agreement with the Riftlings Many to act as an intermediary in negotiations. They invite any who have messages or diplomacy with the Riftlings to speak with them.




    Actions:
    [Economy]Buyout Trading Post (68, TP1) - Success
    [Economy]Buyout Trading Post (65, TP1) - Success
    [Economy]Buyout Trading Post (73, TP3) - Success
    Pepsin Drifts continue to range further out from their traditional feeding-grounds every year, stopping at towns and way-stations during their wanderings and making contacts, agreements and exchanges. The wealth acquired from profitable trade-routes gives Drifts a great advantage, and has sparked a small race to secure the most lucrative contracts. Even the largest Drifts, with abundant territory to feed their schools, now seek to establish deals for all manner of exotic goods.
    [Diplomacy]Sway Faction (Merchants, 74) - Failure
    [Diplomacy]Sway Faction (Merchants, 75) - Failure
    As the Seatide Confederacy's trade contacts expand, the desire to secure those trade routes and establish friendly relations with local merchants naturally follows. Favorable deals, gifts and word-of-light can all help establish mutually beneficial partnerships.
    [/INDENT]

    Non-Actions:

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=153

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 4 (+1)
    Military: 3
    Economy: 8 (+2)
    Faith: 5
    intrigue: 3

    Military Units: 1

    Regions Owned: [Seatide 79]
    Total Regions: 1
    Land Unit Cap: 6 (6 Capital Unit Cap)

    Artifacts:
    The Tideglobe - This mysterious artifact is a transparent orb full of shimmering liquids and colors, which swirl and dance about in hauntingly beautiful patterns. By carefully watching the movement of lights and changing colors inside the Tideglobe, Seers can augur future events and predict how to counter hostile actions. Effect: +1 to one Intrigue roll opposing a hostile Secret Action, once per turn.

    Military Technologies:
    None

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

    Resources controlled:
    [Bluefish Antifreeze, Seatide (79, TP1)]
    [Bluefish Antifreeze, Seatide (79, TP2)]
    [Bluefish Antifreeze, Seatide (79, TP3)]
    [Magnetic Sand (75. TP1)]
    [Firefly Squid (74, TP1)]

    Treasure:

    Diplomacy:
    Trade Route with the Gravetenders

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Last edited by Talis; 2022-05-14 at 01:23 PM.

  20. - Top - End - #80
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 3 (Years 7-9)

    Polar Bear Faction


    Queen Violet of the Violent Thorns

    Dip: 3
    Mil: 3
    Opu: 7
    Fai: 6
    Inf: 5

    Next Round: +2 Opu

    Actions:
    Opu: Buyout TP 2 in Region 51. Roll = 19
    Opu: Impress 68 (with 57 and 57) (Textiles, Woven Seaweed literally has woven in the name) Roll = 14
    Impress 58 with 57 and 55 (Chelonian Hunters, I *imagine* are trained) Roll = 14
    Buyout Warped Shells TP 1 in 58 Roll = 18
    Impress 59 with 55 and 55or51 (Immortal Jellyfish or Chelonian Hunters as a food source?) Roll = 12


    Write up Great Project (3 action)
    [The Crypt Of Mamomos]
    One Medusa took this whole 'religious' thing more seriously than the rest. Unification. Power. The means by which species interacted with each other. It was steadily starting to make sense, to this one. The other Medusa didn't get it, focusing on more paltry things, assets, resources. The literal currency itself was the power, it was the very means by which the other races connected to each other. Words were cheap, but time and again, what motivated the non-hive mind races was this concept. It was transmitted from one end, and like a neuron transmitting a signal, the receiving end produced an outcome.

    When Violet (she refused to call that Medusa 'queen') started pulling the merchants and resources under her sway, it was not because she did negotiation or friendly chatter better than her predecessor. The Violent Violet was childish, and barely managed to not be enough of an annoyance to get uprooted. No, it was because she understood the power of Coin. Shell. Whatever material thing or want the given entity wanted, she provided, and took up a greater surplus in return.

    Soon enough, this Medusa would show them the true underlying nature of the supposed, quote unquote, 'non-hive mind species'.


    (write up some fluff for [Task] Begin work on the Genus Taxonomia Gelidum Mare [1/5])
    Subactions:


    NonAction
    Have +2 Treasure/Turn Income, collecting on the Prestige Bounty for the Polar region.

    Shell Counting
    Spoiler
    Show

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
    Resource (Immortal Jellyfish) ESP / ESP / Open / City(ESP) (x2)
    TP 1 of 55 Chelonian Hunters
    TP 1 of 57 Woven Seaweed
    TP 1 of 58 Warped Shells (x2)

    Merchant Supports
    Region 51, 58, 59, 68


    Treasure: 0 (3)
    Passive Treasure Income: +1 (+2)
    Soldiers: 0



    Spoiler: Rounding
    Show
    Last edited by Epinephrine_Syn; 2022-05-14 at 05:12 PM.

  21. - Top - End - #81
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Mar 2012

    Post Re: Empire 7: Into the Depths IC Thread


    Draigiau Residuum Gathering
    Turn 3

    Brenhineplisgyn, Queen Shell, the Two-Headed

    Diplomacy - 4
    Military - 5
    Economy - 5
    Faith - 6
    Intrigue - 3
    Actions:

    1. Economy - Hoard Treasure
    2. Economy - Hoard more Treasure
    3. Economy - Hoard even more Treasure
    Spoiler: Summary
    Show
    Her Majesty the Gatherer of the Residuum decrees that each Dragon possessing a hoard within the Residuum bring forward an offering of their personal wealth to contribute to a Grand Hoard to be used by the council as a treasury and as a public symbol of the Residuum's splendor. Each member of the council, including Brenhineplisgyn, contributes a sizeable sum to this collective hoard, to set a good example and to invest in the Residuum's success.
    Other Draigiau contribute varying amounts and value, some who are less invested or resent having demands made offer only token gifts, while others jump on the chance to flaunt their wealth in front of their peers. A few particularly generous donors are rewarded publicly with honorary council membership as their offerings are piled around the terrace of the Shallow Crest.
    The hollowed-out Behemoth shell that makes up the structure of the Shallow Crest now truly resembles a legendary great dragon, resting upon a vast pile of splendid opulence.



    4. Faith - Convert Holy Site - Region 73, Nomadic HS 3 to Wings of the World (17, success!)
    Spoiler: Summary
    Show
    With the ongoing investigation as to the whereabouts of an honored envoy turning up no comforting news, and with multiple neighbors speaking of conquest and raising armies, the Residuum seeks to solidify faith in the importance of Dragons to the world among powerful potential-allies.


    5. Faith (Special 5) - Create Artifact: Dragonstone of the Gathered
    Spoiler: Artifact
    Show
    When used in battle by an already attuned user, gives +1 to battle roll and +1 to effective unit count.
    An unattuned user must succeed on a Faith 12 roll at the start of battle to attune. Failure to attune in battle stuns the user and means they automatically fail their maneuver roll to use Battle Tactics.
    An action can be spent to attune out of battle, with a Faith 14 roll. Loses attunement if the owner takes 50% or more casualties in battle, or if ownership changes, or a new user (ruler) inherits the stone. The stone's creator starts attuned.

    Spoiler: Scene
    Show
    A young mermaid attendant could be seen looking out one of the windows of the Shallow Crest, anticipation and concern plain on her features as she watches her queen from a safe distance. She knew what they were about to attempt. She had read the old stories as a child, and dreamed of one day finding such an item. She never dreamed she might see one forged.

    Brenhineplisgyn, the Two-Headed drifted above one of the terraces, her legs and fins steadily treading the water to keep her afloat. Alongside her, forming a half circle to her left and right treaded most of the other members of the council of the Residuum. To her left: Ewyllysgar, the Stubborn-backed leaned on a few servants with their back legs, helping them swim steady for the ceremony; Llyfrgellydd, the Hoarder of Writing waited patiently; and Tlysaugwisgwr, the Shining One glistened as he drifted, as brilliantly as the Great Hoard beneath them, light flickering off the many baubles, coins, and gems embedded in his shell. To her right: Heliwrdwyni, the Dune Huntress floated proudly as captain of the 1st Residuum Defenders; Gwasgymarchog, the Armor Crusher simmered the water about her mandibles, eager to give a demonstration of power; and Synnwyrdwfn, the Finder in the Dark twitched her feelers about impulsively, nervously.

    Beneath the terrace, looking on, were assembled the 1st Defenders, a collection of the servants who had earned their place of honor at this ceremony by volunteering and honing themselves in martial training to protect the remaining Draigiau. Behind them, across the reef, many other distant eyes looked to witness, both draconic and otherwise.

    "It is time. Let us begin. May we be worthy to follow in this, the way of our greatest ancestors." the Queen Shell announced.

    The assembled sea Dragons drifted closer, converging into a circle of seven around an object that was elevated on a pillar above the terrace. The object was a tightly bound bundle of dragon scales and sand, each the color of one of the seven, and it rested in a shaped shallow carved in stone atop the pillar. Each of the council assembled drew close, the most elderly among them gripping the pillar with a claw, and letting out a deep hiss that rumbled and built, breathed on the object directly. It started in a circle, at first with unsteady rhythm, but building and gaining regularity. Each dragon leaned forward and hissed heat at the crucible. A few only rippled the water about the clustered scales, but several made clouds of steam bubbles, and as the circle picked up speed and each dragon hissed in sequence, around, and around again, the water atop the pillar began to truly boil.

    Over a few minutes, the group seemed to gain some cohesion, better working and timing with one another, and taking cues from feeler twitches and breath. Those unable to keep the heat up as well as the Queen Shell and a few others begin to chant the rhythm with the words of the legend of Ancient Wyrms, leaving jewels of their power to their children's hoards to empower them as they grew. Breath. Words of lost, powerful treasures, becoming the most sought after of any precious gems. Breath. Breath.

    Breath.

    The top of the pillar began to spider-crack. The object glowed hot amidst the steam bubbles and rippling heat that the dragons now struggled to keep from scalding themselves in, no longer a collection of separate scales bundled together, but a fused mass, seemingly burning on its own now despite being underwater. Burning white... then after a minute, glowing a dull red.

    The Armor Crusher leaned in to give one more breath and recoiled in pain, hissing at the object glowing atop the pillar in an angry reflex that turned into laughter and twisted delight. The Two-Headed held up a claw to stop further attempts. After waiting a moment longer for the heat to dissipate as her fellows let themselves descend away from the scalding object, she reached tentatively up with her larger claw and carefully at first, gripped the charred object, fused by ash and glass to the stone bowl. Her breathing came heavy, as did that of the mermaid watching from the window; one with effort, both with trepidation.

    A crack resounded through the water around the Shallow Crest, as her claw clenched tight and crushed the charred mass. And then from within, a brilliant pink and deep red light flickered, then shone. Held breaths and gasps were followed by cheers and awe as Brenhineplisgyn held aloft the Dragonstone of the Gathered for all to see.


    Link to roll

    DING?
    Ruler: Economy +1, Faith +1
    Treasure +3
    Artifact +1

    Non-Actions:
    • Flaunt our wealth for prestige.
    • Lawenach the Jovial attends the Shark King’s request and assist in his attempts to make contact (and hopefully amends and peace) with Deep Blue. This is with the hopes of gaining more rapport with the nomadic ruler and people.
    • Send fossilized tissue and scale samples to the DNA along with some information and records we have on the Deep Behemoth Draigiau and the flora and fauna of the reef that have flourished since the addition of their shells, for the Genus Taxonomia Gelidum Mare. More detailed information to follow soon, as many of our scribes have been occupied with the Blood Code (Promise of fluff post soon, likely next turn)
    • Investigate witness accounts from those who returned from The Meld, as well as sending formal inquiry to the Shifting Ennead (with escort) regarding the whereabouts and well-being of Sgliendilynwr, the Wisp Wanderer, who has not been seen since the event.



    Spoiler: Book Keeping
    Show

    Ruler Stats for Round 3:
    Diplomacy - 4
    Military - 5
    Economy - 6
    Faith - 7
    Intrigue - 3

    Favors earned:
    Favors owed: 1 to Chelonian Chora

    Region 71: Aelwyd Adferiad (capitol)
    demand: Food (met!)
    Units: 1
    Treasure: 5 (yay!)

    Trade Post Resources: 1 Dragon Scales, 1 Herring
    Last edited by Villskap; 2022-05-15 at 02:56 AM. Reason: Finishing Fluff, adding roll

  22. - Top - End - #82
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Primarch Marcion

    Diplomacy 2
    Military 2
    Economy 6
    Faith 5
    Intrigue 1

    Actions-

    The World Garden seeks to advance it's standing with the various factions of the larger world!

    Diplomacy Raise Reputation- Chelonian Chorus success!

    Diplomacy Raise Reputation- Abbysal Stewards fail

    Diplomacy Raise Reputation- Divine Nacres Success!

    The Kalan Company seemed a decent prospect for conversion, and the reported disruption of their government makes this a good chance to capitalize by sending missionaries to their Elites.

    Diplomacy Sway Clergy in region 124 fail

    Faith Organize Sakurado into a one doctrine faith: first holy site bonus: +1 to open holy site and tp buyouts

    Spoiler: The Council of Dashasham
    Show

    We do not wear the past
    We do not wear the future
    We are flesh, bespoke, of one mind and soul.

    We believe in two gods, the eminations of The Barbeleon
    Ïaldaba'oth, who is all
    Sophios, who is all that is not
    Against their balance is all

    We bear the weight of a great commission.
    To remakes the world in purity and will.
    When we finish, the World Garden forever


    Non-action: ask for aid from the Chorus for the Sway Clergy and Divine Nacres actions

    Non-action- supply glue to the Gotezhar through our trade route

    Non- action- spend a favor with the Divine Nacres to raise Reputation.

    Non-Action- begin construction of the World Garden Showroom, a zoo of bespoke creatures and plants living in harmony and providing research material for civilian technologies. This is a 5-step monument.

    It was the interaction between the Sea Goat and Gardenbearer turtles that provided the first breakthrough. Sea Goats naturally try to climb onto the turtle-like mammals to eat the their symbiotic plant life. This led the turtles to breach to shake them. This behavior could be modeled, and re-contextualized in the instinct paradigms of future broods to create living lifts that were essential in mining the stones used as the foundation of the showroom. The parallel innovation was convincing The modified goats to affix the barnacle glue to the masonry.

    Soon, a cadre of beings that instinctively build museums was bred and codified...


    Die rolls

    New Stats-
    Diplomacy +2

    Diplomacy 4
    Military 2
    Economy 6
    Faith 5
    Intrigue 1
    Last edited by Feathersnow; 2022-05-14 at 09:14 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  23. - Top - End - #83
    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 IV
    Diplomacy: 5
    Military: 3
    Economy: 7
    Faith: 3
    Intrigue: 3

    Actions:

    [1][Economy] Build the Coraline Compendium
    [2][Diplomacy] improve relations with Divine Nacres (0->1), TN10 (add 1 treasure) (15) success
    [3][Diplomacy] Marriage claim on region 13 TN12 (add 1 treasure, 1 from Int Prestige), distance -1, TN12 (13) success
    [4][Diplomacy] sway merchants region 13 (add 1 treasure), distance -1 TN12 (12) success
    [5][Economy] Buyout trade post (region 3, TP3, assist myself), TN12 (15) success

    rolls for all actions

    Non Actions:
    -add to the Coraline compendium
    -use the favour I get from the Abyssal Servants to Prospect region 13 (Allowed)
    -Give 1 treasure to DNA to gain Raiding Refuge (Org action)
    -momumental undertaking (1 of 3 part project)

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 6: TP1 (mercenaries)
    region 28: TP1 (Tiny Turtles)
    region 13: TP1 (Stonesponge)

    marriage claim: region 13

    factions:
    merchants region 13

    Passive income: 2/turn

    Units:2/5
    treasure: 2

    Technology:
    Photospore Signalling
    Composite Grafting

    Favors:
    owed:
    -The Divine Nacres: 1
    gained:
    -Abyssal stewards: 1 (use for organisation action to prospect region 13)

    Organisation reputation
    Abyssal Stewards: 1
    chelonian chora: 0
    divine nacres: 1
    international prestige: 1 (+1, see below)

    -Gain 1 prestige for having 2 passive income/turn (All that glitters).

    New stats
    stat increase: economy +1, diplomacy +1
    Diplomacy: 6
    Military: 3
    Economy: 8
    Faith: 3
    Intrigue: 3



    Spoiler: news
    Show

    -After years of negotiating, the Hymenocera trade guild manages to gain a regiment of mercenaries, now called the Foreign Legion. These mercenaries will be mostly used to train the Hymenocera National Defense Force and protect trade caravans and diplomatic missions (except for missions at royal level).

    -A marriage proposal has been send to a distant ruler, Nirali Sunlight-Through-Leaves. A team of scribes under Assistant head scribe Leptes, Member of the Council and senior Scrib Ginidu, will accompany Lynceus, younger brother to the High King, as well as a group of merchants who will be finalising the trade agreements they are building with the region. Not only a group of mercenaries will accompany her, but also a company of the King's Own. They will also be taking some of the finest armours the Hymenocera can produce as gifts.



    Spoiler: trade
    Show

    Together with the diplomatic envoy to region 13, the merchants who set-up a trade post there a few years ago will now be back to have a more formal agreement, trying to include the merchants in this region into their guild. They will get the help of the diplomats, trying to do two things at once. They will also ask if they would allow the Abyssal Stewards to do a prospecting of their region for new resources. It takes some discussions, but in the end the Merchant guilds of region 13 are integrated into the Hymenocera trade guilds

    The merchant guild also tries to gain full grip on all home trade.


    Spoiler: Divine Nacres
    Show

    Using a number of gifts and the High King tries to boost his reputation with the Divine Nacres.

    They also send extra gifts to the Divine Nacres after their raider warning to gain access to the protection they offer.


    Spoiler: Abyssal Stewards
    Show

    In exchange for providing their base, scribes to write the compendium and also a number of entries, the High King asks the Stewards to see if there might be starfish available in sufficient quantities in region 13, where large negotiations are ongoing. They can join the diplomatic mission that's being send.


    Spoiler: Coraline Compendium
    Show

    -Using the latest techniques in algae writing, the entries of the Coraline compendium have been written on the sponges used as base for the Abyssal Stewards. Another article on how to write on sponges has been added as well.

    -entry:
    The Craft of the Scribe.

    The craft of writing history on the surface of sponges is an old and honourable, but not always easy. In order to gain the maximum effect both the sponge and the algae used have to be chosen with care. First one has to consider the desired effect. If simple writing is all that is required, a lightly coloured sponge with a dark algae or the other way around is sufficient. However for a lot of writings we want them to glow at night, meaning the best is to have a dark sponge with alight coloured but bioluminiscent algae.

    There is already the first problem as a lot of bioluminiscent algae are motile and therefore make poor species for including on sponges. Pyrocystis fusiformis is one of the few non-motile bioluminiscent algae, but that's not always the optimal choice for other reasons. So one has to take a sedentary species and introduce the luminiscent proteins into it. This process is often hit and miss and although we have now a number of species of algae we can use to graft into the sponges for our writing, new research is still needed to improve on the process. The luminiscent proteins used in other algae are mostly the long-lasting luciferase/luciferin complex of Pyrocystis fusiformis, which gives a slightly dimmer but long-lasting light, which is better for the writing we prefer.

    This process, grafting the algae onto the sponges, is straightforward, yet delicate. Recent advances in grafting technology do make it easier to fuse the algae into the sponges and make sure they share nutrients. This also allows us to place writings on lower levels where the algae can't use photosynthesis as they can draw nutrients from the sponges. No matter the method and the species involved, careful pruning is needed to make sure the algae don't grow too fast over the sponge and stay only where they are needed. This is also why slower growing algae species are preferred to fast growing.

    A last important point is the environment that the sponges and algae will be put in. While most for most of Hym, this doesn't matter all that much, locations to the North and East borders have some toxicity seepage from beyond our lands and there more care is needed. Especially the establishment of the the Collegium Antiqua was tricky as the sponges had to filter out the toxic elements in addition to being suited to graft algae upon. The same is true for the sponges used in the Smoking Garden, as those are located near an hydrothermal vent. Not many sponges can live in these circumstances and the ones that do are often not well suited for grafting of algae. Also the algae need to be adapted to living in those conditions. It has taken some time, but in the end the we managed to get two species of sponge and one species of algae that actually could survive there and we managed to graft the luciferase complex into the algae species and add that to the sponge.


    Spoiler: marriage
    Show

    A large delegation arrived in region 13. It was nominally headed by Lynceus, a younger brother to the king, but in fact it was Leptes, Assistant Head Scribe, who would do the negotiations and try to make an agreement. Some lesser delegations had already been send previously to work out the basics and also the merchant who had gone there before had been contacted to gain some insight in what and how to do things. Some presents had been brought together and as merchants had suggested that the Queen liked turtles, a few exotic tiny turtles had been taken along as a surprise present. Now they only had to see if the proposal would be accepted.


    Spoiler: Monumental Undertaking 1/3
    Show

    Senior scribe Limnadi approached the king with the idea of creating a garden with all types of sponges and algae currently in use in the Expanse. That way they could show people all the kinds of sponges and algae used, as well as preserve them should there be a need. The king agreed that this wasn't a bad idea and he approved the plan with Limnadi as the head of the project. He had to create the garden, make sure all the sponges were there and also make sure that there was room for new sponges should they be discovered in areas coming under Hymenocera control. He gave the use of a small Royal estate in the North East where they had the room to create this sponge and algae garden. After gathering a team of scribes, Limnadi set to work.
    Last edited by farothel; 2022-05-13 at 03:30 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."

  24. - Top - End - #84
    Orc in the Playground
     
    D&D_Fan's Avatar

    Join Date
    Nov 2019
    Location
    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Otterian Supremacy Round 3


    Leader Stats - Supreme Leader Yirp the Fearsome
    D3/M8/E3/F3/I4

    Actions:

    [FAI] Conversion Region 134 - Failed (6)

    [FAI] Conversion Region 109 - Failed (8)

    [MIL] Project Action (+2 to martial prowess)

    [MIL] Invasion 112 5 Units Unspecified Commander (MIL4) and no techs or other bonuses.

    [ECO] Buyout Luminous Crystals Region 135 TP 3 - Acquired (17)

    Non-actions
    Assist Lux-Glossia Buyout of Kelp Region 131 TP2

    Put on some show of martial prowess for Abyssal Stewards with Supreme Leader Yirp the Fearsome.

    Rolls
    here and here.

    Bookkeeping
    Plus one to MIL and FAI (D3/M9/E3/F4/I4)
    Last edited by D&D_Fan; 2022-05-14 at 11:04 AM.

  25. - Top - End - #85
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 3
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D6 ; M6 ; E4 ; F2 ; I3


    Actions
    1. [DIP Attempt to Sway Aristocrats in [68]] SUCCESS
    2. [DIP Attempt to Establish Marriage Claim in [68]] SUCCESS
      A cousin of Antenius, young Honinus, is sent south with orders and contracts matching Diastia's six years ago. The Ennead cannot stagnate, and Honinus is nothing if not charismatic.
    3. [MIL Oppress Clergy in Danabae] FAIL
      Seeming to wake up one day a changed Doflein, Antenius angrily orders the cult of the Silted Queen to be put in its place. The Mer can venerate whom they please, but the recent unrest is unacceptable in such historic times. Beaks are sent to browbeat the serfs.
    4. [MIL Invade [74]] ----------pOLAR----------
      Spoiler: Battle Details
      Show
      Target: 74
      Commander: Balelia (9)
      TacDoc: Integrate the Captives (-10% casualties for both sides, free Impress Arist on victory)
      Units: 5
      Route: Crossing the normal border between Danabae and 74
      Distance Loss: 0
      Tech: N/A

      The refusal of the nobility in [74] to accept Diastia's claim saw Antenius incensed. After three years of stewing, he finally directs his new commander east. Her orders are simple: expand the reach of the Doflein.
    5. [ECO Hoard Treasure]



    Non-Actions
    1. Resist Sack of the Sharks: FAIL


    Reports and Discoveries
    • The envoys of the Draigiau Residuum Gathering are greeted by a Doflein who offers no name. Instead, they explain that Prince Antenius has found Sgliendilynwr's skills and features useful, as promised.
    • Six months after the Meld, Antenius disappears into hibernation. When he returns to the public eye nearly a year later, he has scales across his eye ridge and two tentacles, all in beautifully reflective deep blue and purple. Balelia's personal guard are likewise armored by the time they depart with their general for war.




    Ruler Stats R4:
    D: 7
    M: 7
    E: 4
    F: 2 POLAR
    I: 3
    New Ruler: NO

    Spoiler: Technology
    Show
    Technologies
    Type Name Effect(s) Required Resource?
    S Composite Grafting N/A N/A
    S Graduated Symbiosis N/A N/A
    - - - -

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 1
    1. Edible Algae, TP1 #69


    Military Units CAP: 5

    Generals
    • Balelia - 9

    Spies

    Cultural Exchanges

    Artifacts

    Treasure


    Special Actions Used
    M5: Raise General


    pOlAr
    Last edited by JBarca; 2022-05-14 at 11:55 PM.

  26. - Top - End - #86
    Pixie in the Playground
    Join Date
    Dec 2020

    Default Re: Empire 7: Into the Depths IC Thread

    The Auros of Kaarme

    Region 14



    Ruler: Mothers Yetu and Phiso
    Diplomacy: 3
    Military: 5 (+1)
    Economy: 5
    Faith: 3
    Intrigue: 4 (+1)
    Link to ruler rolls

    Round Three:

    Actions:
    • [Military] Recruit unit (The Maw)
    • [Military 5] Recruit general
      Master Juma [9]
    • [Economy] Buyout trading post (TP 2 in Region 14) [14]
    • [Intrigue] Investigate North of region 13 [10]
    • [Intrigue] Investigate North of region 9 [14]


    Nonactions:
    • Send a delegation back to her majesty Nirali Sunlight-Through-Leaves
      Spoiler: A message for Nirali
      Show
      At the decree of the Mothers, a return delegation was prepared to visit the Auros’ last contact with the outside world. After so many years, they wondered if they would still be allowed back in the court of Nirali Sunlight-Through-Leaves, but they pushed down their doubts to focus on the task at hand. As soon as they could leave the city, these Auros had been given a message to relay:

      “Your Magesty, we have traveled far and thank you once again for your hospitality. We are pleased to see you still in good health. Our city, Kaarme, has been in a state of disarray and disruption in the years since we last visited your domain. Astra would not permit our leave, and the efforts of every Auros have been focused on supporting and restoring our city so that now we can happily say it shines once more. Now that we can once more come to you, we bring answers to the questions you had so wisely posed at our last contact.

      The great Mothers took interest in your kingdom when we first heard of your elusive stonesponge. We hope to provide what we can in return for strengthening the bastions of Kaarme so that it will not fall again. We also hope to use your vast domain as a place of respite for our own people such that we can continue to explore the lands beyond, and of course, you could use our lands to do the same.

      Finally, even though we suppose the bonds that form between Auros are not strictly necessary to grow and continue the legacy of our people, we still do for all the other reasons. If you ever find another that you can talk about anything with, that will lend you strength in trying times, that will give you affection that you always want to return…you would hold onto them. Love is a wonderful thing in this world, and it is the natural course of many people to seek it out. While it may not be necessary, life while loved brings so much more joy to us than a life alone.”
    • Hinder conversion of Holy Site 2 in region 14 by The Forests of Astral Yearning [6]


    Spoiler: A Story
    Show


    It has been years. Some on the outside probably assumed the Auros had passed from the world since the lights that once shone from Kaarme could no longer be seen. Astra’s smothering embrace had seen to that. However, even when the city lay buried, the Auros persisted. Continuing to work to preserve everything that they had built and to shine from the deep once more.

    And even in the pursuit of the grand goal, life continued, and an Auros bore her last egg. As her last wish, she had asked that the child be named Asteraad. After her bearer’s death, Asteraad’s egg was relocated into the care of the Mothers Yetu and Phiso. And there it remained until most had forgotten of it in preference of the task at hand. The Mothers always cared for it, though. When they were not needed, they told the egg of the outside. Of the extravagant colors that shone down from above. Of the starry night that twinkled just outside its shell. Of the beautiful blackness that stretched out below. When the Mothers were away, twisting through the caverns that surrounded their sanctuary, Asteraad thought. She knew that she could never understand the beauty that was held above and below where she lay coiled and encased, and she longed for the day where she could look to the voice that had loved her and see.

    When the day arrived, Asteraad was overwhelmed with spasms, driving her snout into the egg again and again until finally it relented. She blinked as the rush of cool air greeted her eyes, and she looked out for the first time. She saw the shining twilight that had been recounted to her so many times, and she heard a sound familiar but not quite the same. The voice was clear, but it was definitely the same one that had whispered to her before the sounds drifted to silence. At last, Asteraad turned and looked to that voice, and she saw the silhouette and the two iridescent eyes that had turned to meet her gaze. She could only gaze back in wonder.
    Spoiler: Warning: Large b/c I can't figure out how to adjust image size
    Show




    Spoiler: Round One
    Show

    Round One:

    Actions:
    • [Military] Recruit unit (The Twisted)
    • [Military] Recruit unit (The Night)
    • [Economy] Buyout trading post (TP 2 in Region 14) [10] (Failed)
    • [Economy] Buyout trading post (TP 3 in Region 14) [12] (Success!)
    • [Diplomacy] A diplomatic mission to contact the governing bodies of Region 13 [14] (Success!)




    Spoiler: Kaarme
    Show

    Spoiler: Geography
    Show
    The region of Kaarme is an expansive kelp forest that is mostly flat save for the yawning canyon that scars the sea floor, twisting its way almost entirely across the region. Within this canyon, the Auros city of Syva can be found. Nestled in the briny depths of the chasm, a ring of dim lights can be seen shining at the bottom from the canyon edge against the washed-out green of the day. As one draws closer, it can be seen that the lights seem to disappear downward, a tunnel system leading ever deeper. As the pressure begins to build, a tunnel suddenly twists away, revealing a chamber filled with breathable air and lights. The starry walls pulse with microbial biofilms that feed on the nutrient-rich walls, releasing oxygen into the chamber through a peculiar process. Legends say the first Auros dwelled in this cave, and the city has since risen up around it with its denizens adapting to the murky twilight.

    Outside of the chasm, the kelp forest teems with life. Bony fish and sharks are always seen twisting through the towering stalks. From the kelp itself hangs translucent red fruit, casting the floor in a mixture of greens, reds, and oranges. A large variety of life feeds off of the fruit and fish, but most prefer to stay hidden.


    Spoiler: People
    Show
    The Auros people are a partly serpentine race with a humanoid torso that melds into a long undulating tail, except for the mothers. A new mother is born from the last egg an Auros bears. All Auros are female and reproduce parthenogenetically, so new mothers are produced with decent regularity. The destined child hatches fully serpentine. It is almost indistinguishable from a wild animal save for the amazing intelligence it displays and the enormous size it will grow to. One mother and her chosen mate rule the city of Kaarme, the first selected as the first mother born after the death of the last. These ruling mothers dwell permanently in the system of caves below the city and are only ever seen by Auros and thoroughly trusted outsiders. All other mothers serve the rulers to either seed new colonies or serve as weapons at their disposal. Due to their enormous size, the mothers are also sterile.

    The majority of the denizens, however, are much smaller. Ranging from 10-15 feet long typically with the absolute largest among them being up to 20 feet in length. Coloration will vary, but generally consists of black bands against a lighter white, yellow, or blue coloration.

    Temperament among the Auros is generally cold and disinterested towards outsiders, but they are extremely friendly and affectionate towards each other, forming stable romantic pairs of 2-3.

    The mothers are especially so, but all Auros are extremely intelligent. Those that don’t train as warriors pursue science and experimentation. Both classes are respected with warriors being capable of intense strategy and complex maneuvers and others have a deep understanding of the natural world and how it can be manipulated.

    Being serpentine, the Auros are carnivorous. They feed somewhat on the naturally abundant fish of the area, but a staple of their diet is a large larva that dwells within kelp fruit. If allowed to grow, these larvae spawn a large species of cephalopod grazers that can sometimes be seen clinging to the stalks, but it generally prefers to stay hidden from potential predators. While they aren’t overtly dangerous, they can do serious damage if engaged, and it’s simpler to harvest their larvae, which dwell in plain sight.

    Like wild sea snakes, the Auros are not capable of breathing while underwater, and they depend on the oxygen generated in a chamber in the caves below. They are capable of holding their breath for several hours at a time, so while they could surface to satisfy their oxygen demands, they prefer to dwell in the darkness of the chasm.


    Spoiler: Resource
    Show
    Many exotic organisms and substances can be found in the cave system below the city of Syva. However, the most abundant is a lithotrophic algae that produces a potent neurotoxin. While the Auros have adapted to tolerate low levels in the water around the blooms, the toxin can be easily purified to lethal concentrations by exposing the algae to high pressure and collecting the liquid that results, which is aptly named Barotoxin. While it is seldom traded, it is the main export from Syva.

    Apart from that, the Auros always crave well-crafted equipment. While they are proficient in many chemical processes and battle strategies, they do not make their own weapons or armor. Without it, they feel vulnerable, so in their limited trade relations, they seek to gain arms.


    Spoiler: Faith
    Show
    The Auros revere the darkness and depths that have protected them and given them so much. The concept is deified as a figure they call Astra, which they don’t actively worship, but they acknowledge her gifts and her mystery. There is no official temple, but every Auros knows her name and keeps a token of hers to which they may offer a quick prayer for good luck before a battle or experiment. Usually, this takes the form of a dark pearl inserted in jewelry, armor, or a weapon. However, if an Auros has some other item touched by the deep, this may also be used. The revered physical sites of her power are found in the deepest accessible recess of the caves below the city.

    The most commonly visited is the air-filled cave where all Auros go to breathe. The biofilm along the walls and ceiling provides food to bioluminescent animals, appearing as stars that shine and twinkle against a black sky. The Auros know that this, by far, is the greatest gift that the depths provide, and they respect it as such.

    Another site is a hole known simply as The Deep, and if an Auros is so compelled, they may make offerings or meditate on the dark expanse. Because of the pressure and distance, no one knows exactly how far down it goes, only that sources of light seem to disappear after several minutes of traveling into the blackness.

    The least visited site is where the Auros’ pearls are found. Even with a light source, upon entering the cave, the water becomes a shroud of complete darkness. Only by careful listening is it possible to hear the muffled sounds of stone rolling across stone, and only then can the loose pearls be obtained. This is generally seen as a right of passage, and an Auros will only retrieve their pearl when they are considered fully grown. Once obtained, they will do whatever they can to avoid repeating the experience because although the darkness bestows them a gift, one can never be sure what other dangers hide beyond the senses.


    Spoiler: Bookkeeping
    Show

    Military: 2/3 units (+1)
    TP 1 & 3 in Region 14 (Barotoxin)



    Spoiler: Technologies
    Show

    • Composite grafting

      Due to their strong interest in science, it was only natural that the Auros turned to experimenting with the natural diversity they found around them, looking to replicate and harness the processes that occurred in the kelp forests above and the caves below. Because the act of collecting and extracting products can be dangerous at times, the organisms that produce the desired products are grafted to others to facilitate their survival and acquisition of necessary nutrients. This helps for desired substances to be made and stored without the potentially arduous journey to where they are naturally found.

    Last edited by cactiguy3; 2022-05-15 at 08:43 AM.

  27. - Top - End - #87
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
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    Finland
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Turn 3


    Rham, the Frozen King

    Diplomacy - 5, Military - 7, Economy - 4, Faith - 2, Intrigue - 1

    Actions:

    1. [Military] Raise a unit.
    2. [Military] Raise a unit.
    - With the escalating threats of rival polities looming ever closer to their borders, the Hegemony has continued to raise their military readiness to its absolute limit. Regiments upon regiments of Nathi soldiery now guard the capital from numerous iceberg-camps and military outposts dotted across the region, the eyes of the faction ever watchful for the future threats posed by their neighbors.

    3. [Diplomacy] Raise Organization Reputation (Chelonian Chora)(Success)
    - The Chelonian Chora have been well-received by the reclusive nation, and slowly the Hegemony has taken steps to further embrace their presence. Generous contributions to the cause of these traveling pilgrims has brought the two gradually closer together, with many of the Hegemony's citizens curious regarding their organization.

    4. [Economy] Buyout Trading Post (74, TP1)(Failure)
    5. [Economy] Hoard Treasure

    Non-actions:

    A. Begin construction of a monument: Rimestone Statuary (5-part project)(1/5)
    Spoiler: Allow me to weave you a tale...
    Show
    Inspiration can arrive from many sources. While it is quite common for works of grand art to arise from meeting of cultures and mingling of ideas, for the Nathi such inspiration does not arise easily. After all, they are a suspicious and reclusive people, casting vary eye upon the outside influences encroaching upon their waters. Still, the Gravetenders have managed to draw the eyes of the crustacean race outwards, with plenty of discussions regarding the gathering of arts of various local powers... and with further inspiration from the songs of Chelonian Chora, a decision is made.

    It is time for the triumphs and downfalls of Nathi people to be immortalized in the holy stone given to them by the harsh gods of the deep.

    A plateau of dark stone rising from the depths depths of the Crag some distance below the Grand Schola is chosen as the basis for the construction, both its ample size and proximity to such a holy place making it a good choice, but it is clear that the construction will be difficult. The location makes delivery of the precious Rimestone a difficult task, the workers taking great care not to send the slabs of holy material tumbling into the abyss of the Crag. Despite the obstacles ahead of them, the artisans are already chattering excitedly, designs being made regarding a grand exhibit of Hegemony's history. Naturally the ascension of Frozen King Rham and the meeting with the Gravetenders are planned to hold a central stage in the statuary, plans detailing grand monuments of intricate stonework lit with bioluminiscent lanterns.

    While such a lofty goal seems so far away yet, the builders are not deterred, the plateau gradually beginning to transform as it is smoothed out for the task to come.


    B. Form military agreement with The Riftlings Many of the Dead Seas
    Spoiler: A military agreement
    Show
    Approached by the multitude making up this elusive neighbor, the Hegemony has decided to accept the proposal of military interventionism in case of threat to their neighbors. The agreement stipulates The Riftlings Many to provide at least 2 military units of their own to aid the Hegemony in case of conflict that they must intervene in. In exchange of this, The Riftlings Many are to owe the Hegemony a favor in the future.


    Leader improvements for turn 4:

    Military + 1, Economy +1

    Leader stats for round 3:

    Diplomacy - 5
    Military - 8
    Economy - 5
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-05-15 at 01:38 AM.

  28. - Top - End - #88
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
    Jul 2013
    Location
    Maine
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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 3


    [Situation] Open Minds - With recent developments buoying their spirit and leading them to place greater trust in the polities of the world, limits on favors owed to Organizations based on Reputation are increased by 1 until the end of round 10. This means that player countries may owe 1 Favor to each Organization with which they are at Reputation level 0, 2 Favors at Reputation level 1, 3 Favors at Reputation level 2, etc. If an Organization is betrayed, attacked, or otherwise forced to realize that their trust was misplaced before the end of round 10, this bonus will immediately end for that Organization.

    Unless otherwise specified, [Offers] made by Organizations are only available to countries with a Reputation of 0 or higher with that Organization.

    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.


    [Offer] Mantle of Warmth -

    (Offer: The Abyssal Stewards are selling means of countering extreme cold! Benefit: May spend Treasure on actions to be able to cross Glacial borders. Cost: 1 Treasure per action. Duration: Available until the end of Round 6 Details: Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus.)

    [Request] Expanding Patrols -

    (Request: The Abyssal Stewards are in need of extra sensory organs - ideally, ones attached to entities with some measure of martial ability. Reward: 1 Favor per 2 Units. Penalty: Reputation loss for COS, GTZ, LOL, OKI, and SKR if they do not pay off their Favor debt by the Deadline. Deadline: End of Round 5. Details: Non-action to gift Units. Paying off Favor debt and then later reaccumulating Favor debt will not result in Reputation loss.)

    [Task] Those Who Desire Peace -

    (Task: The Abyssal Stewards expect all countries to maintain some basic military capability as a matter of course. Reward: None. Penalty: -1 Reputation Loss if a country has 1 or fewer Units at the Deadline. Deadline: End of Round 5. Details: Units recruited in Round 5 still count towards total Units; Units lost in battles during Round 5 are not counted towards total Units.)

    Spoiler: Ongoing
    Show
    (Task: Cooperate in the creation of the Coraline Compendium. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 4. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    (Offer: 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 5. Details: None.
    )

    (Opportunity: The Abyssal Stewards are looking for polities capable of weathering a crisis! Reward: First Place: An Artifact of ancient origin. Second Place: 1 Treasure & 2 Actions of progress towards constructing a new Trading Post in a region of their choice. Third Place: 1 Unit Cost: None*. Deadline: End of Round 5. Details: Countries are scored by a points system; at the end of Rounds 2, 3, and 4, countries are awarded points based on a roll made by the Organization GM for their country; the bonus for this roll is based on the best available commander they have not involved in an offensive military action. A result of 12 or 13 gives 1 point; a result of 14 or 15 gives 2 points; a result of 16 or 17 gives 4 points; a result of 18 or better gives 6 points.

    Countries may spend Military actions to improve their rolls in a given round; each Military action spent in this way cannot be used for anything but Projects, but gives an extra +2 bonus on the roll; this may stack up to. At the end of Round 5, additional points are awarded based on Unit Cap (1 point per 2 Unit Cap), resource diversity (1 point per unique resource available), and quality of security apparatus, as defined by Intrigue and Military scores (receive points equal to average of Intrigue and Military scores; may use a Spy’s Intrigue score in place of their ruler’s if available and set to Counterespionage in Round 5).
    )


    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.


    [Opportunity] Making Connections -

    (Opportunity: The Chelonian Chora would like to see greater interrelation between countries in the Tropical zone! Reward: First Place: A Specialized Ship in the form of a Juvenile Reefback with an experienced crew. Has +4 to resist being stolen and gives +1 to Exploration and Buyout rolls made with the Ship. Second Place: Two free Buyout attempts by the CCA on the country’s behalf. Third Place: 1 Treasure. Cost: None. Deadline: End of Round 7. Details: Winner is determined by number of Trade Routes and Cultural Exchanges combined. Ties are broken by CCA Reputation, followed by Diplomacy Roll.)


    [Taboo] Overextension -

    (Taboo: The Chelonian Chora disapproves of reckless expansionism!
    Penalty: -1 Reputation. Duration: Applies until the end of Round 6. Details: Each attempt to Establish or Press Claim, Promote Claimant, or Invade or Colonize a region while a faction in a controlled region is Unruly or Rebellious will result in Reputation loss. Controlling regions with at least one Open and/or two Oppressed factions at the end of Round 6 will result in a further -1 Reputation loss.
    )

    [Action - Economy] Buyouts! (Region 28 TP 2 ; Region 66 TP2 ; Region 141 TP1) - The finer things in life have much to be admired.

    Spoiler: Ongoing
    Show
    (Opportunity: The Chora is looking for the most popular place in the Polar zone to host a new City! Reward: First Place: One free use of the Economy 5 Raise City Special Action. Second Place: 3 Treasure. Third Place: +1 to one Sway attempt in Round 5. Cost: None. Deadline: End of Round 4. Details: The most popular country in the Polar zone, as determined by amount of controlled Supports that country has, will be declared the winner. Ties will be broken by CCA Reputation level followed by number of Desired Imports supplied.)

    (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 3. 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.)

    (Opportunity: Pay off CCA Favor debt by providing Treasure! Reward: +1 Favor. Cost: Give the Chelonian Chora a total of 3 Treasure as a non-action. Deadline: End of Round 6. Details: Only countries which owe Favors to the CCA are eligible. The treasure may be paid over multiple rounds (with non-actions), but the Favor will not be paid off until the third Treasure is provided. If only a partial payment has been made by the end of Round 6, 1 Treasure will be refunded.
    )

    (Task: Cooperate in the creation of the Songline of the Broken Seas. Available for Tropical zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 6. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )


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


    [Request] Expanding Possibilities -

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. Only available for countries in the Tropical zone. Penalty: None. Deadline: End of Round 6. Details: Regions explored by use of the Share Survey Data Favor Action do not give Favors, but receive a +2 bonus to the roll. Simultaneous explorations give the Favor to the higher roll. )

    [Offer] Raiding Refuge -

    (Offer: The Divine Nacres are giving warning of - and offering to sell extra protection against - the dreaded Reavers! Benefit: Significant defensive bonus against Reaver attacks, which will come in Round 5 or 6. Cost: 1 Treasure OR 1 Favor for protection of all regions; only available for up to 10 Countries (first come first serve, higher Reputation wins ties). Regions with Holdfasts are automatically protected. Duration: Until the end of Round 4. Details: Reavers are certain to attack, but their targets are unknown.)

    [Action - Intrigue] Continue Project Anastasia 4…. - Efforts are ongoing...

    Spoiler: Ongoing
    Show
    (Offer: The Divine Nacres are offering up gifts of advanced biotechnology. Benefit: The Chelonian Chora will provide a single starting technology of the buyer's choice. Cost: 1 Favor owed per technology. Duration: Available until the end of Round 3. Details: Buying a technology in this way may be done as a non-action.)

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Temperate zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Temperate Zone. Penalty: None. Duration: Until the end of Round 3. Details: None.)

    (Opportunity: Pay off Favor debt by providing certain trading posts!
    Reward: +1 Favor. Cost: Give the Divine Nacres a trading post as a non-action. Deadline: End of Round 5. Details: Only countries which owe Favors to the DNA are eligible. Eligible trading posts will be for exotic flora, exotic fauna, or organic product Resources which the Nacres do not already have a trading post for. Labor does not count for this purpose - the Divine Nacres desire goods, not services, and consider the owning of slaves by one of their members or communities to be extremely sacrilegious.
    )

    (Task: Cooperate in the creation of the Genus Taxonomia Gelidum Mare. Available for Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 5. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Compendium. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

    (Circumstance: Project Anastasia 4
    Benefit: Currently Unknown
    Penalty: Currently Unknown
    Duration: Currently Unknown
    Details: Currently Unknown
    )


    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 will usually be referred to as simply "Prestige".


    As Envy of the World, the Gravetenders now see great opportunity - a chance to live up to the legacy of their Makers, and establish something to last beyond even their own inevitable extinction to that of whatever peoples follow in their wake, to inspire, delight, and awe. Foremost among these foremost peoples is Laksha, who finds themselves haunted by the specter of possibility - the region of Bastion sits, nearly empty, ripe to become home to what is certain to be one of the greatest wonders in all the world by the time it is complete.
    GRV may construct a World Wonder in Bastion (76)!
    World Wonders grant unique benefits to whichever country controls their region, as determined through discussion with the Organization GM, and require 5 actions to complete; they may not be completed until the benefit is decided, and no more than 3 actions may be spent on them each round. Other Countries may not assist with their construction. A country may only ever construct one World Wonder.

    [Renown] A Monumental Undertaking - It is not only the Gravetenders who are compelled to consider legacy and grandeur - the allure of grand projects intended to inspire awe, love, fear, or other such useful mental states can be felt by all.

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

    [Acclaim] To Greatness -

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

    [Notoriety] The Fragility of Fear -

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

    Spoiler: Ongoing
    Show
    [Affluence] A New Generation - (Opportunity: The first country in each starting zone to Colonize an Open Waters region will gain 1 Prestige. The first country in each starting zone to settle a Colony region will gain 1 Prestige. Duration: Until fulfilled. Special: Simultaneous completions result in both countries gaining Prestige.)

    [Glory] Blood In The Water - (Opportunity: The first country in each starting zone to win a Maneuvering roll in battle will gain 1 Prestige. The first country in each starting zone to win a battle will gain 1 Prestige. Duration: Until fulfilled. Special: If multiple countries in the same starting zone win a Maneuvering roll in the same round, the country to win by the greater margin gains the Prestige. If multiple countries in the same starting zone win a battle in the same round, the country which slew the greater number of units will gain the Prestige. Ties in this secondary determination method result in both countries gaining Prestige.)

    [Piety] Communion With The Divine - (Opportunity: Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. The first country in each starting zone to Organize their Faith will gain an additional 1 Prestige. Duration: Until the end of Round 5. Special: If multiple countries in the same starting zone Organize their Faith in the same round before any others, both countries will gain the additional Prestige.)

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

    [Affluence] All That Glitters - (Opportunity: The first country in each starting zone to have 5 Treasure will gain 1 Prestige. The first country in each starting zone to have a passive Treasure Income of 2 or more will gain 1 Prestige. Duration: Until fulfilled. Special: If multiple countries in the same starting zone are the first to reach 5 Treasure in the same round, all eligible countries will gain the Prestige. If multiple countries in the same starting zone are the first to achieve a passive Treasure Income of 2 or more, the country in possession of the greater variety in Resources will gain the Prestige. Ties are broken by opposed Economy rolls.)

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


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

    Ambiguities in a Treaty for which no consensus can be reached among the signatories will be resolved by arbitration by the Organization GM. If any ambiguities are apparent when the Treaty is first presented, the Organization GM will ask the signatories to disambiguate the relevant situation before approving the Treaty.
    )
    Last edited by Rolepgeek; 2022-05-12 at 05:41 PM.
    Sincerely,
    Role P. Geek

  29. - Top - End - #89
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of Astral Yearning

    The Flowering Everlight
    D1 M5 E1 F8 I1
    +2F


    [Faith] Convert Holy Site 9.1 to SUB from Mandate of Plo'uogoar 13
    Spoiler: Fluff
    Show



    [Faith] Convert Holy Site 9.3 to SUB from Open 17
    Spoiler: Fluff
    Show



    [Faith] Convert Holy Site 15.2 to SUB from Cult of the Fishopric 14
    Spoiler: Fluff
    Show



    [Faith] Convert Holy Site 14.2 to SUB from Astra 16
    Spoiler: Fluff
    Show



    [Military] Raise a unit
    Spoiler: Fluff
    Show



    Non Actions:
    Resist all conversions
    Resist all buyouts

    Spoiler: Round 2 Fluff
    Show

    Organize Shimmers of Unseen Bane

    The spores from the forests of astral yearning were most peculiar. Undisputedly used as a communication medium between the plants they were highly hallucinogenic when consumed by animals. Julia was one of those animals, though she liked to think of herself as a scientist too.

    But she struggled to find any logic in Delights of Moonlight. The substance shouldn’t be able to carry intentions across the barrier of plants and humans, yet it did. The plants should have no way of sensing what happened beyond their holdfasts, yet the visions were oddly specific at times. She shouldn’t ascribe the visions any more weight than mad ravings, yet she did.

    And she was not alone in her thoughts. When she first arrived in the dunes of revelation her conclusion was that the inhabitants were all addicts. They still were, but they were also her friends now. Perhaps she had done a few too many practical experiments to understand the spores’ properties.

    Despite their visions varying wildly and more than one tail being spun she still marvelled at how so different people could get along to which most laughed and asked her to stay just a bit longer. She did and what she saw turned her wondering into wonder.

    She was the kelp; it was her and they were everywhere. What mattered arguments here when there was another realm yet to come?


    Convert Holy Site 9.2 to SUB from Mandate of Plo'uogoar, success

    Gloent Noerjang had been incredibly successful over the past few years. He rode not on one marlin but four interlinked with a pompous harness and that was for quick errands. Any longer waste of his precious time demanded to be at least doubled by an equal display of his wealth.
    Most of Noerjang’s money came from the great Steephouse, after he singlehandedly solved the infusion crisis for all Lojanese. In fact, he was headed there now to mark his momentous achievements on its walls.

    Since the delights of moonlight had become available on the menu the Steephouse had experienced a drastic increase of repeat customers. Their traditional offers of entertainment left t drift away in wayward currents many Tobar and Mer alike now preferred to visit the establishment for a jelly infusion and stare out into nothingness.

    The Plo'uogoar became aware of the praxis when a hymn to the Everlight was written on the walls instead of its latest decree and expressed a strong dislike for the substance after the fourth time. But profit weighed heavier than their creator’s whims for the Steephouse. While all pure instances of the jelly were removed from their menu it had been mixed with many of their desserts for some time already and continued to be.

    Noerjang had just had the most Delightful dessert before his momentous moment of immortalizing his achievements. It almost felt like the room was spinning around him.
    Then he saw it – the glimmers of his wealth. Traveling like lost stars before his eyes they drew with trails of azure light on the wall before him until it was a maelstrom. Engulfed it was all black the only sensation water rushing over his leaves. Noerjang was his wealth a kelpstalk standing tall amidst currents surrounded by a shower of lights, each demanding attention, each with its own story, each a new experience. He wanted to live through them all but before he had a chance the brilliance dimmed and became gray. The gray of rock less then an inch from his face.

    Looking back at a very annoyed caretaker he realized he had not drawn anything, nor did he feel the need to any longer – all he wanted was more dessert.

    Convert Holy Site 9.3 to SUB from Open, Fail

    Some of the Steephouse’s customers felt compelled to visit the Meadow of Beauty after their afternoon infusions at the establishment. Meandering through the numerous flowers they planted themselves on the oceanfloor and swayed for hours on end while drinking in the light from above. While certainly weird their behaviour was eventually deemed unharmful and became somewhat of a laughingstock for those less well of in the Lojanese Republic.

    Convert Holy Site 18.2 to SUB from The Light Above, success

    Visited once before by lights from above many try to outpace the eastern wave of light to no avail. Rising from the ground apparitions of kelp gallops through the water encompassing their vision. Winding itself tighter and tighter the kelp becomes dry and abrasive against the flesh. Until it sears through slithering its way through arteries, no longer dry. Leaving husks behind the spectres gallop away. Their flesh grown back many finds themselves laying on the seafloor, panting for breath and looking for hoof marks. There are none to be seen. But the jarring visions of years past leaves another mark – despondency. There is no escaping the lights from above, their shimmers of bane ever present.

    Recruit General 'The naked one'

    Three years after the Kelpies stampede through the Dunes of revelation Kerstin saw them once more. Lazily walking over the sediments she saw a male riding in the pack. Wearing tightly knit kelp the man turned to face her. Not only was he wearing kelp, the clothes were him and he was them. With a chiselled face of orange and brown stalks he smiled at her with glimmering eyes.
    Bewitched by soft sound of strumming strings Kerstin took a step closer in rhythm with the beating hooves. Fin extended the man swept her up in his embrace. The harass of kelpies galloping deep into the forests of astral yearning with their newest possession.





    Spoiler: Bookkeeping
    Show

    Updated to round 3
    Special Actions Available:
    Special Actions Used: Military 5, Faith 5


    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 1, 0 Favour (Expected Change: Rep +1)

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 1 unit of kelpies (Expected Change: None)

    Aristocratic Support
    17

    Generals
    The naked one mil 9 TacDoc under approval

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    17.1 (Mercantile Support Owned) – Delights of Moonlight

    Mercantile Support
    17

    Cities
    None

    Trade Routes
    None

    Specialised Ships
    None

    Civilian Technologies
    Photospore Signaling No mechanical effect


    Faith
    Spoiler
    Show

    Faith Holy Sites: 7

    Clerical Support
    17

    Organised Faith Bonuses
    +1 to conversions

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    17 - Historicity

    Last edited by Torv; 2022-05-15 at 01:22 AM.

  30. - Top - End - #90
    Halfling in the Playground
     
    Chimera

    Join Date
    Sep 2018

    Default Re: Empire 7: Into the Depths IC Thread

    The Congregation of the Scintillating Ceiling
    Polar Region

    Ruler: Bob, He who Submits to the Currents



    Ruler Stats Round 3
    Diplomacy - 2
    Military - 2
    Economy - 2
    Faith - 8
    Intrigue - 5



    Actions:

    1. Faith: Faith 5 Special Action Organize Faith: The Omnipresent Pattern. Taking the understanding and precepts of the informal Pattern faith, Bob formalizes the doctrine.
    2. Military: Raise 1 unit. The neighbors are getting restless.
    3. Military: Raise 1 unit. The neighbors are getting restless.
    4. Military: Raise 1 unit. The neighbors are getting restless.
    5. Military: Raise 1 unit. The neighbors are getting restless.

    Ruler increases by 2 military for round 4

    Non-Actions:

    Ruler Stats for Round 4
    Diplomacy - 2
    Military - 4
    Faith - 8
    Intrigue -5

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