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  1. - Top - End - #121
    Dwarf in the Playground
     
    Imp

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    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of Astral Yearning

    The Flowering Everlight
    D1 M5 E1 F10 I1
    +2F
    New ruler next round: D2 M3 E5 F7 I1


    [Faith] Miracle


    [Faith] Convert 8.1


    [Faith] Convert 13.1


    [Faith] Convert 13.2


    [Faith] Convert 10.1

    Conversion rolls, worst is a 17
    Last edited by Torv; 2022-05-28 at 03:42 PM.

  2. - Top - End - #122
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    End of Round Four

    No further mechanical edits to action posts may be made
    No bubbles no troubles

  3. - Top - End - #123
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Five: Begin
    Years 13 - 15

    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 10 - Year 12

    Rules Alerts and Changes!

    Clarification:
    • Wording updated for impressing a merchant from: You can only attempt to Impress Merchants in a Region either where you own a Trade Post or which is adjacent to a Region where you own a Trade Post, and you must own at least one Trade Post corresponding to the Region's Desired Import.
    • To: You can only attempt to Impress Merchants in a Region if you own at least one Trade Post corresponding to the Region's Desired Import and you either own a Trade Post in the Region or an adjacent Region.


    Change: From this round on, if you plan to make exploration actions, please put them in your post and roll them by the war deadline (Thursday night). This is so the maps can be worked on ahead of time and reduce the waiting period between round close and round opener. Thank you!

    Change: The establishment of vassal/liege relationships as well as the Trade of Artifacts, Characters, and unsettled Colony Regions may all be done as event sub-actions, in addition to the previously established options of granting marriage claims and trading technologies or Treasure. Trading non-Colonial Regions may not be done as an event sub-action.


    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Temperate
    Show


    The deep blue of the seemingly open ocean suddenly yields to rolling dunes, covered in life and bone. Soft corals and seagrass surrounds the remains of those long-since passed, hiding any trace of violence or anguish. Past outposts and fortifications, a ruined temple is just visible, with a veritable garden of sea vegetation sprouting from the rich soil. Divisions and arrangements, while intermingling, clearly show signs of deliberate cultivation. Plots of rainbow corals are interspersed around sea lettuces, kelps, and vast beds of algae. Animal life lurks and feeds among the wild bounty. Near the center, a worn, toppled statue of a merfolk rests in the center of a shallow circular trench.

    The Lux-Glossian Shades explore south of Region 99! They discover Region 97, which has one NPC unit, one Open Trade Post of War Cultivator Supplies, a Desired Import of Precious Minerals, a Holy Site controlled by the Hardened Scale, and one Open Holy Site - The Temple of Jurxo.

    Expanded surveys of Region 129 have determined a serious lack of meat in the area. Region 129’s Desired Import is Meat.


    Spoiler: Tropical
    Show


    A group of blue-spotted merchants from the Hymenocera Expanse, kindly supplied with compasses, maps, and calipers from the supportive Divine Nacres, sets off to exploit discover new customers to the north of Region 13. Laden with valuables to trade, they stumble upon one settlement in the midst of great revelry, dancing the nights away to the flashing lights of an improvised floating sphere plastered with Crystal Chips.

    The Hymenocera Expanse explores northeast of Region 13! They discover Region 12 which has 4 NPC units, three Open Trade Posts for Crystal Chips, a Desired Import of Parasite Hosts, two Holy Sites controlled by the Prismatic Schismatics, and one Holy Site controlled by Hedonistic Cynicism. HEX receives a +1 bonus to any Buyout attempt in Region 12 this round.

    To the east of Region 10 lies a great silence. Even the swish of one's undulating tail or the call to regroup from a friend is muffled and distorted here. The investigators of the Auros of Kaarme stick around long enough to note the bulbous blooms of coral on the ocean floor and some disturbingly quiet wildlife surrounding them, before departing the region without seeing a single soul. When they return, they have several locations noted as potential sites for a colony.

    The Auros of Kaarme explores east of Region 10! They discover Region 11, an Open Waters Region with one Open Holy Site, one Open Trade Post for Sapcoral, and no native defenders. AOK has +1 to any roll to Colonize Region 11 this round.


    Spoiler: Polar
    Show




    The Abyssal Stewards unearth the Bounty of the Depths in Bastion (Region 76) for the Gravetenders. With the goal of finding silver among the rubble of a lost civilization, the existing efforts to find fallen Gravetenders serves as a jumping point for their own excavations. It takes well over a year, but their search eventually pays off with dividends. A number of the ancient constructions of the Makers are found to burrow deep into the seabed; one of these, less rubble-filled than the others, is discovered to host distorted patterns of a pale yellow metal, simultaneously like and unlike the patterns that cover the Gravetenders themselves. The Abyssal Stewards quickly determine this metal to be electrum, an alloy of gold and silver - and of a very uniform mix at that. Soon after, concentrated efforts reveal similar patterns to run what appears to be the entire length of these inverted towers - the Master Smiths of Gan Atzamot estimate that these ruins should hold enough of these ‘Electrum Conduits’ to last the Gravetenders two hundred years or more, even with any efficiency reductions from being mixed with gold. Harvesting them, however, will require the continuous aid of the Stewards - though the Gravetenders themselves are more than strong enough to haul out the rubble without significant assistance, and the ruins themselves are largely self-illuminating thanks to regularly placed crystals (which, unfortunately, cease to give light the moment they are ripped from their sockets), the nature of Maker construction and indiscriminate nature of most digging organisms creates a need to use harder implements to dig effectively - strength of a type only the Abyssal Stewards can supply.

    Region 76 | Bastion’s Resource and Desired Import change to two Trading Posts of Electrum Conduits and Hard Metal, respectively! GRV may choose to revert this change as a non-action this turn only!



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

    After years of labor, the Gotezhar successfully transform hostile seabeds into livable space, and a new colony, filled with Nuven and Razorglass, is officially founded. The Gotezhar finish creating a Colony in Region 128 with two Trade Posts owned by the Gotezhar.

    To celebrate years of friendship (and stave off greedy outsiders), the Selachian tribes and the Lojanese Republic announce the formation of a burgeoning federation agreement! Work now pushes to solidify this arrangement and remove the remaining barriers to trade and caution. The Lojanese Republic creates a Federation Claim on Region 6

    It has truly been a prosperous three years for the Republic, and some merchant families find themselves in so much wealth they hardly know what to do with it! Ultimately, the shining city of Sheade is commissioned and built, with the first institute of higher education, shops and jobs, and above all, a proud display of wealth that can be seen from government headquarters’ windows. The Lojanese Republic form the city of Sheade in Region 9 with a +1 bonus to Sway actions

    Seizing her own victory, Intan concludes a successful Exquisite Gala to proceed in solidifying a hard-negotiated partnership with the borderland chieftains with Siren and treasure. The Lambent Syndicate Presses a Claim on Region 27

    Using the OpenSEA protocol and communication network, negotiations are able to begin to integrate NPCs. While this method of communication is new, the availability of COOKies is familiar and quite welcome, easing negotiations considerably. Deep Blue Establishes a Confederation Claim in Region 55

    After successful negotiations and improved integration protocols, OpenSEA is ready to integrate a Region and establish Herring caretaker Ichthyosis Technicians. Deep Blue presses a Confederation Claim on Region 57

    Despite the influx of Deep Blue’s herring, food is still becoming scarce for the nomadic shark people. As starvation sets in during the winters, some of the nomads leave for greener pastures. SHK shrinks to 7 units!

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

    The selection of a local governor, Saroon’din, is indeed the correct move by Profundus Korasoon to impress the people of the Meadows of Elyan’dan. The Gotezhar Sway the Aristocratic Faction in Region 136.

    After a rocky relationship with the aristocrats, the Riftlings’ strategy bears fruit as the supportive pressure from priests and merchants in the area leave them with little choice, though several find it difficult to retract their public denouncement of the Riftlings. Ultimately, the nobles still resistant of Riftling leadership take a deal of emigration, and are escorted north with their replacements ready to lead. The Riftlings Sway the Aristocratic Faction in Region 66

    Costa Sereia hosts the Carnival in Cadid Santuario. The event is attended by delegations from the Sakura-Jin, the Cyphiri Union, the Order of Knights of the Ironkelp, and the Lux-Glossian Shades. The Cyphiri delegation trades Anoxic Adaptation technology to both Costa Sereia and Lux-Glossia.

    The Lambent Syndicate hosts the first Exquisite Gala! In attendance are the Chorus of the Crimson Choir, the Lojanese Republic, and the Hymenocera Expanse. Diplomatic ventures are a success at this event, with a PRS treaty established between the Lambent Syndicate and the Chorus of the Crimson Choir, as well as the turnover of a colony (Region 8) from the Lojanese Republic to the Lambent Syndicate.

    The Gravetenders continue to host the Reef in Bloom as a meeting and discussion space for the polar Regions. The Kar-Nath Hegemony, Shifting Ennead, and Seatide Confederacy all send envoys. Treaties are exchanged between the Gravetenders and the Kar-Nath, as well as between the Seatide Confederacy and the Shifting Ennead. A Trade Route agreement is struck between the Gravetenders and the Kar-Nath Hegemony, and the Gravetenders also establish a pledge of mutual nonaggression with the Seatide Confederacy and a Cultural Exchange with the Shifting Ennead

    Emboldened and supplied with years of successful trading ventures, the Eternal Spring is an impressive supplier and can easily supply desired building materials. The Eternal Spring Impresses the Mercantile Faction in Region 57

    With mercantile excitement and the smell of opportunity overriding senses of superiority, Tobar merchants pave the way for relationships and trade routes north. The Lojanese Republic Sways the Mercantile Faction in Region 10

    Captured by the rumors of the Deep Blue, the Gravetenders submit a request for a Cultural Exchange with the herring in order to commune and converse on matters of death and growth The Gravetenders form a Cultural Exchange with Deep Blue

    The Carnival in Cadid Santuario gives an opportunity for the Costa to show their wealth and opportunities, with respectable if not completely successful results. Costa Sereia Impresses the Mercantile Faction in Region 133

    Several suits of customized Carapace Armor prove sufficient to win over many of the most important aristocrats of [Region 13].
    The Hymenocera Expanse Sways the Aristocratic Faction in Region 13

    Riding on the wave of increased trade networks, the Seatide Confederacy puts utmost effort into solidifying these positive relations, swimming away happily with several successful contracts.
    The Seatide Confederacy Sways the Mercantile Factions in Regions 74, 75, and 52

    The Shifting Ennead find themselves fascinated by the Gravetenders, enough to see them as allies and benevolent hostage-keepers. With a request for a Cultural Exchange, Telian’s entourage establishes scholars and hostages that will reside and learn more about the strange beings in the Dead Cities. Shifting Ennead forms a Cultural Exchange with the Gravetenders

    After finding an efficient route to an objective, there is often little need to waste energy in creating a new route as long as conditions remain the same. The delightful success of COOKies in increasing NPC trust is such a route, and it would hardly be fair to deny an NPC access to COOKies. Deep Blue Sways the Aristocratic Faction in Region 58

    The Auros of Kaarme Impresses the Mercantile Faction in Region 15

    Packs heavy with gifts and treats to show the wealth and potential rewards of the Dragons, Lawenach the Jovial continues to live up to their name with a successful display. The Draigiau Residuum Gathering Sways the Aristocratic Faction in Region 70

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    The Auros of Kaame establish a Trade Route with the Hymenocera Expanse

    Though surprised by the unexpected generosity of the Gravetenders, the Frozen King is not taken so aback as to fail to return their friendship.
    The Kar-Nath Hegemony establishes a Trade Route with the Gravetenders

    The Gravetenders trade the Specialized Ship Silvered Eye to the Kar-Nath Hegemony, the gift celebrated with a grand parade and the personal attendance of the Frozen King.

    The Eternal Spring buys out Trade Post 2 in Region 68 for Gravelglass
    The Eternal Spring buys out Trade Post 1 in Region 59 for Coral Dye
    The Eternal Spring buys out Trade Post 2 in Region 59 for Coral Dye
    The Eternal Spring buys out Trade Post 3 in Region 59 for Coral Dye
    The Lojanese Republic buys out Trade Post 1 in Region 10 for Flare Slug
    The Lambent Syndicate buys out Trade Post 2 in Region 24 for Fibrous Kelp
    The Lambent Syndicate buys out Trade Post 2 in Region 19 for Coralberries
    The Cyphiri Union buys out Trade Post 2 in Region 134 for Cobalt Dye
    The Kar-Nath Hegemony buys out Trade Post 2 in Region 78 for Preserved Foodstuffs
    The Hymenocera Expanse buys out Trade Post 1 in Region 18 for Galena
    The Coral of the Protected Statera buys out Trade Post 2 in Region 10 for Flare Slug
    The Coral of the Protected Statera buys out Trade Post 3 in Region 26 for Blood Pearls
    The Coral of the Protected Statera buys out Trade Post 1 in Region 20 for Carcinized Architects
    The Coral of the Protected Statera buys out Trade Post 2 in Region 22 for Sandfish


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

    The Flowing Way has always been a faith of interpretation and perspective - and now it has one more. Understanding, not action - all is uncertain and flexible, flowing like the currents.
    The Cyphiri Union formalizes the Cyphiri Way as a School of the Flowing Way

    Rejoice, ye who would seek life in death, rejoice. All may serve the Reef in Red - even the unwilling and heathenous. As the Reef grows, so too must the faith.
    Rejoice.
    The Lighthouse adopts the Crimson Chant as official doctrine.
    The Lambent Syndicate adopts the Crimson Chant as official doctrine.
    The Unity adopts the Crimson Chant as official doctrine.


    The Order of Knights of the Ironkelp convert Holy Site 1 in the Glossian Sea (Region 135) to the Flowing Way with Assistance from Lux-Glossia

    The Order of Knights of the Ironkelp convert Holy Site 1 in the Meadows of Elyan’dan (Region 136) to the Flowing Way

    The Order of Knights of the Ironkelp convert Holy Site 1 in Region 111 to the Flowing Way

    The Lux-Glossian Shades adopt the Middish School of the Flowing Way

    The Forests of Astral Yearning convert Holy Site 1 in Region 8

    The Forests of Astral Yearning convert Holy Site 1 in Region 13

    The Forests of Astral Yearning convert Holy Site 2 in Region 13

    The Forests of Astral Yearning convert Holy Site 1 in Region 10


    The ferocity of the Unity’s invading forces does not fail to disappoint the Path of Destruction priests in Region 20. They watch from the sidelines, cheering and performing sacrifices as the blood-hungry coral defeat not only their own soldiers, but the invaders from the Lighthouse, fighting with a lust for destruction that warms even the most jaded cultist’s heart. Following the victory, the former Path of Destruction cult submits eagerly to the Crimson Chant in its entirety.
    UNI gains the clerical support node in Region 20! HC 1 and 2 in Region 20 are converted to the Crimson Chant!


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    No wonder is created quickly, and so it is the case in the cold, briny waters north of the Dead Sea. Over a course of days, the Riftling swarm, led by the Anointed Prophet, take position and together build a cloudy mass, impenetrable to eyes or passage, holding only the sacrifice of Riftlings and the hum of scraping bone. Miracle! The border between Regions 60 and 59 becomes impassable!

    Pioneering the combination of agricultural and grafting techniques, Pelli Hallus develops personal modifications and improved crops to be able to withstand brackish waters! The Cyphiri Union develops Anoxic Adaptation - a Civilian Technology with prerequisites of Composite Grafting and Trophic Deconvolution. Those who have and can satisfy the requirements of this technology can now cross Brackish borders

    An exciting development is made in Giantsbane horticulture! Experiments have shown that the development of the seedpod thallus allows for missile function, and an entirely new form of battle. Though its use requires higher scaling of production and Giantsbane training, the Ironkelp Knights rise to the challenge. [B[ The Order of Knights of the Ironkelp develop Supermarine Artillery - a Military Technology with prerequisites of Giantsbane Seeds, Supernatic Propagation, and Photospore Signalling. Those who have and can satisfy the requirements of this technology gain +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0 [/B]

    Uncontested in the blind auction, the Knights of the Ironkelp receive instructions for a final dead drop. Arriving, they find their weapon, and a piece of kelp with instructions for its use. An arthropod limb in a well-crafted tank, it appears to be an upscaled version of a mantis shrimp’s powerful punching claw, with an unusual payload. Grafted into the chitin at the end of the arm is a stone that bears a striking resemblance to an Otterian ceremonial rock. According to the instructions, the arm needs to be surgically attached to its user, allowing them to deliver devastatingly fast attacks akin to the mantis shrimp it is modeled after. In addition, whenever a living skull is crushed by the stone, the weapon releases a powerful shockwave capable of leveling buildings and deafening bystanders, all while leaving its wielder (but not their friends) untouched. The implications for both combat and ritual sacrifice are obvious. OKI gains the artifact Thunderstone Cudgel! Mechanical effects: 1/round, +1 to an offensive battle, rising to +2 if the defender benefits from a fortress, or +1 to convert a holy site of an organized religion, rising to +2 if the defender benefits from a holy order.

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

    LIT & UNI fight while invading Region 20!
    Spoiler
    Show
    Led by Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions (Military 4), wielding the War Palanquin of the Anointed Dead (+2 to Maneuvering rolls) and the Radiant Sword (+1 charge per 2 enemy units lost) with Military 8 ruler, 3 LIT Units invade with Unyielding Force, facing off against 4 UNI Units led by Carapace the Eviscerator (Military 10) with Military 8 ruler attempting to be Tireless, as well as 2 native units led by a Military 10 commander using Unyielding Force.

    Carapace the Eviscerator and the Native Commander tie while Tactically Maneuvering, beating Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions. Carapace the Eviscerator has a larger army than the Native Commander - UNI and LIT fight first, with Carapace the Eviscerator successfully utilizing Tireless! (-10% own casualties, +2 own leader loss roll)

    UNI Victory! UNI loses 1 Unit! LIT loses 1 Unit! The Radiant Sword gains no charges!

    Second Battle: Native Commander successfully utilizes Unyielding Force (+2 own battle roll, +20% own casualties) while Carapace the Eviscerator successfully utilizes Tireless! (-10% own casualties, +2 own leader loss roll)

    UNI Victory! UNI loses 1 Unit! Region 20 defenders lose 1 Unit!

    The soldiers of the Lighthouse and the Unity fight for the edification of the Cult of Destruction; both seek to prolong the fight, knowing that what is sought is not victory, but loss. Carapace the Eviscerator longs for the blood demanded by the Reef in Red even as Raydeon the Seer hopes to feed the glory and power of the Radiant Sword he has been deemed worthy to bear. What’s more - that nation which best sates the Cult of Destruction will destroy and supplant it in turn, in keeping with that oldest and most primal rule of the sea - eat or be eaten.

    Their preliminary battle for the honor of who might destroy the remains of the local military, is characteristically brutal, ending with a final duel between Carapace the Eviscerator and Raydeon the All-Seeing Blind Seer of Light, Prophet of Final Visions. The former, the overgrown and animate skeletal remains of an extinct monster; the latter, a blind prophet, armed with a blessed blade atop a zeal-inspiring war-palanquin. Though able to resist their own evisceration by virtue of the Radiant Sword’s brilliance and power, Raydeon's armaments prove insufficient in such a hand as his, and when a vision strikes him of ignominious and shameful demise should he remain any longer, the Seer decides that discretion is the better part of valor, taking what Kucen forces survive back with them.

    A grim and ominous chant begins in the onlooking cultists of the Destructive Path, as Carapace’s forces begin to close on the undaunted militia of the Region. Led by a former subordinate of the Warchief-Commissioner whose lineage did not match up to his - fairly considerable - martial acumen, they had no true death-wish to match the more radical members of their faith that watched in rapturous glee, but neither did they fear death - they hoped only to reduce to blessed oblivion as many of the debased and wretched creatures - twisted mockeries of the Sacred Ending that they were - which dared invade their home as was possible.

    The vast bulk of their number are slain before finally the remainder fall away before the implacable, tireless advance of the Unity, whose own broken and lost litter the field behind. The militia’s commander watches silently as the frenzied cultists of his homeland begin to slaughter one another, too ignorant of their newly proclaimed faith’s tenets to realize that the blood they spill now is wasted, and too caught up in an ecstatic doom to yet learn. As he joins his routing forces, pulling them back into a coherent mass of retreating soldiers, more than half of the newly Crimson clergy are slain without purpose before the Unity can halt them from wasting the blood that belongs more rightfully to the Reef in Red.


    KNH invades Region 75!
    Spoiler
    Show
    Led by General Kreel (Military 9) with Military 8 Ruler, 5 KNH units invade while attempting the March of the Conqueror, facing 2 native units led by a Military 8 commander attempting to use Unyielding Force.

    General Kreel wins Tactical Maneuvering, successfully utilizing March of the Conqueror! (+1 to battle roll, +10% own casualties, free Sway Aristocracy attempt)

    Meeting the locals where they have amassed upon the open seabed, Kar-Nathi forces, primarily heavy armor, march on the natives from multiple sides, supported by irregulars in the form of harpoonists and lightly armored shock troops in the waters above. The formation advances steadily, General Kreel alternating the activity of his troops to maintain pressure without losing momentum to exhaustion. A volley of Icequills disrupts cohesion, creating an opening for Path of Blades disciples to charge, shaping the enemy position and cutting through stragglers, followed by a surge of sound and movement by armored phalanx, recapturing the enemy’s attention and interrupting would-be reprisals. Another volley, another charge, another push. Again and again, like the beating of an anemone, pulsing and drawing them inexorably to their death. And to the Exarch of Banners, casualties are unimportant - only discipline matters. After all, with enough discipline, losses should be minimal regardless - Kar-Nathi tactics are, after all, second to none.

    The native forces, unable to match this level of martial power in open battle, know they cannot withstand the invading army - and scarcely try, seeking mostly to escape to more defensible positions while the stouter among them fight a holding action to delay their enemy’s advance. Kreel, however, has anticipated this, and the general waits ready to ambush and chase down the fleeing defenders with several schools of veteran irregulars from both the Path of Blades and Deep-Hunter. As the pincer of the Nathi formation tightens, more and more of the local forces make a break for the surface, hoping for altitude to escape their more heavily-burdened attackers.

    Unfortunately for General Kreel, the native commander was no cowardly whelp but a hardened veteran. Rather than flee in disorder to be cut down or speared, a concentrated force of the cornered natives assault Kreel’s elite irregulars directly, fighting with a ferocity and skill which takes the Nathi totally by surprise - many of the Hegemony’s best soldiers are massacred in the melee that ensues, unable to leverage the support of their armored comrades far below, and General Kreel himself is knocked unconscious and taken prisoner. Now bearing a height advantage, the surviving defenders conduct an orderly fighting retreat, able to - barely - outmatch the remaining irregulars and harass the Nathi armored wedges with relative impunity until their ammunition is expended, and they are forced to quit the field entirely, having inflicted disproportionate losses to their occupiers and now in possession of a valuable hostage. Though Kreel’s subordinates are able to coordinate the occupation of the territory, without the general’s imposing presence and personal charisma, the local powers remain unconvinced - though few are so brazen as to express confidence in the guerrilla resistance that some Nathi officers are convinced exists.

    KNH Victory! KNH loses 3 Units! Region 75 defenders lose 1 Unit! General Kreel is captured in battle! KNH’s Sway attempt fails!


    Spoiler
    Show
    Led by Yirp the Fearsome (Military 9), 4 OTT Units invade while attempting to Skirmish, facing 2 native units led by a Military 5 commander attempting to Skirmish.

    Yirp the Fearsome and the native commander tie while Tactically Maneuvering; both successfully utilize Skirmish Tactics! (total: -20% casualties for both sides)

    OTT Victory! OTT loses 0 Units! Region 130 defenders lose 1 Unit!

    The victory of Yirp the Fearsome and the Otterian Supremacy is assured before the battle is even fought - the utmost caution on the part of their Supreme Leader, and the utmost fear in the hearts of their enemies, results in such astounding results in those few battles that do occur that their remaining foes are struck numb with terror, and easily swept from the waters of the region, whose populace greets the Otterian Supremacy as heroes and liberators.

    Or at least, that’s how the Otters tell it. Given the speed of their conquest, the first half might even be true!

    Schemes!
    Coercion, betrayals, and spycraft

    Well aware of their own second-in-commands ambitions and abilities, Olgght takes pre-emptive action and takes on Ktloso, a rival of Gtsit who at the least, can be trusted to keep an eye on the Second-Champion and undermine any concerning efforts that Gtsit attempts. Pfilghol recruits Ktloso the Shadow of Hunger, a Spy with an Intrigue score of 7!

    Codename: Eusebia - barely skirting past the World Garden’s prohibition on hiveminds, this mutant flatworm was created from Musteakis samples acquired by the Divine Nacres at the request of the Sakura-Jin. Neither sapient nor involving subunits capable of autonomous life, the creature integrates itself into a host and passively records memories, shedding data-carrying eggs at predetermined or environmentally triggered intervals. These eggs eventually migrate to specialized crinoids that, when consumed by a sentient crustacean, integrate the racial memories and process the data for use. Capable of limited mental influence in response to discrete chemical signals by specialized handlers as well as a limited degree of directing likely targets to consume its progeny, the project is highly experimental for the gene-gineers of the Divine Nacres, who have very little experience in the design of hivemind organisms, especially when faced with such stringent restrictions regarding their design. The World-Garden of the Sakura-Jin receives Project Eusebia, a Spy with an Intrigue score of 6!

    Whether it is ambition or plight that drives the Auros to That Which Slithers in the Darkness, no one shall tell. The unseen figure, silent to all but their summoner, hidden even in the light, is full of mystery. The rumor of their existence is always accompanied by a warning: pray you do not become the object of their focus.The Auros of Kaarme recruits That Which Slithers in the Darkness, a Spy with Intrigue score of 9!

    Using careful observations of NPCs (Non-Pisces Civilization) and their response to shame, Deep Blue manages to exert fish force to gain access to Chelonian Hunters stocks. Deep Blue Coerces Trade Post 1 in Region 55

    Discontent with their offerings and opportunity, the merchants in the Eternal Spring are desirous of new and better deals. Petty grumblings turn to whispers, whispers turn to backroom talk, until eventually the entire upper echelons of the merchant class decide as one to look elsewhere for trusted opportunities. The Mercantile Support in Region 51 becomes Open!


    Terror!
    Violence, upheaval, murder, and destruction.

    Though his armies were crushed, the body of Lamp-Lighter Dave was never found in the aftermath of the Lighthouse invasion. As a result, many of the conquered citizens of the Region refused to believe that their former leader was slain, and demonstrations occasionally erupted among partisans of the old regime. At last, a message is delivered to the local governors, purportedly from the Lamp-Lighter himself. Despite his humble origins, Dave has become a local legend, and there are those among the predominantly cultist populace that believe that the power of his radiant lamps themselves may be divine. It is a surprise, therefore, that Dave’s demands include, not a request for independence or for religious sovereignty, but in fact for the restoration of the Radiance faith and its promulgation in his own Region. LIT may choose to convert their state faith back to the Radiance, and by doing so will gain the Aristocratic support in Region 19. If they choose not to do so, the Aristocratic Support in Region 19 will become Unruly.

    Devastated by Reaver assaults, Kaarme’s aristocratic and religious structures are nearly obliterated. The merchants of the Region managed to escape the worst of the attack, thus becoming the most powerful faction in Kaarme. Now their leaders issue demands to the Aurean government in an attempt to secure themselves against a dire deficiency of equipment for Regional defenses. Mother Yetu and Queen Phiso are handed these terms, which include a provision that they be granted a larger official role in Kaarmean politics, under no illusions that the merchants will tolerate their refusal. AOK may choose to accept the merchants’ demands, in which case they will be required to take two Economy actions per turn for the next four turns or until they control the Aristocratic and Clerical Supports in Region 19. If they refuse, the Mercantile Support in Region 14 will become Unruly.

    Across the world, Merchants grow frustrated with their governments’ inability to supply the goods they’ve demanded for years. The most likely way to assuage them? Acquire the goods, and appeal to their egos…
    The Mercantile Support in Region 17 becomes Unruly!
    The Mercantile Support in Region 25 becomes Unruly!
    The Mercantile Support in Region 60 becomes Unruly!
    The Mercantile Support in Region 69 becomes Unruly!
    The Mercantile Support in Region 77 becomes Unruly!
    The Mercantile Support in Region 114 becomes Unruly!


    Unfortunately for the Vicarian Chambers, a few scientists and chorists doped up on religion were no match for a few experienced mercenaries doped up on dope. Having remembered to pillage, then destroy, the jubilant Selachians return home to sell their pilfered lab equipment and party like there’s no tomorrow, until their money runs out and they discover that there actually is a tomorrow in which they have to go back to the Lojanese Republic for more work.
    Region 6 Sacks Holy Site 2 in Bloodhome (26)!

    Although not armed well enough to fight off the shark raiders, most of the squid fishers in Region 74 manage to escape the raiding parties by hiding inside the schools of luminescent squid.
    The Seatide Confederacy resists SHK sack on Trade Post 2 in Region 74!

    When the Reavers strike, they strike without warning or mercy. The speed of their assault leaves no room for coordinated response - what protections are already in place must suffice. It is the sun-warmed waters of the Tropics that suffer their first assaults, unpredictably sporadic but perfectly coordinated. The action above the waves is difficult to discern from below the surface, but it appears that where the Reavers cannot avoid their old enemy entirely, they distract them - the gene-gineered warbeasts, hazard swarms, and defensive flora seeded or released into the waters surrounding the Nacres’ clients are drawn away and disrupted, carefully designed patterns of mutual support disintegrated into isolated obstacles in the face of fluidly adaptive and relentless tactics. Light, heat, and noise blossoms across the surface of the gleaming homes of the Nacres, leaving blackened scars on their previously unblemished forms, and in a rare few cases, cracking the exterior and scattering handfuls of jagged, iridescent shards to sink into the waters below.

    Spoiler: Reaved Faction Supports
    Show
    If a Faction Support is Reaved, then the dreaded Reavers have abducted, slain, or otherwise torn through enough of that faction’s members and/or infrastructure that its functionality is gutted, with any surviving elements preoccupied by petty power struggles, creating both vulnerability and opportunity. Reaved Factions have effects similar to Open Factions, with the following exceptions.
    [li][*]Swaying successfully restores the faction and grants their Support as the locals take heart and inspiration, but Sway attempts are always made against TN 18 until the faction is no longer Reaved.[*]As a result of the power vacuum left in the faction, it is much easier to fill that gap with a government’s preferred candidates. Impressing the faction may be attempted without meeting the normal requirements; however, all Impress attempts targeting Reaved factions are made against a TN of 13, with Distance Penalties doubled. [*]Failing on an Impress roll targeting a Reaved faction still allows one to acquire the faction’s Support if one takes a second action of the same type in the following round. This second action does not need to be rolled unless control of the faction is being contested by another player. Alternatively, one may opt to have the Support become Open instead of Reaved on a failed Impress attempt. In cases where the preferred result is contested, the higher roll determines the result. Ties maintain the status quo, as usual.[*]Reaved Aristocratic Supports mean the Region owner does not gain any increase in unit cap from owning the Region.[*]Reaved Clerical Supports prevent the use or removal of any Artifacts stored in the local Holy Order, if any.[*]Reaved Mercantile Supports mean that if Treasure is spent on a roll in the Region, two Treasure must be spent for each +1 bonus to that roll, rather than one.[/li]


    It is only the Lambent Syndicate and the Unity which manage to hold off the gleaming raiders even in part, and their forces take many casualties in the process - perhaps the vigilance of securing newly-acquired territory is to thank for such success? Whatever the case, many lesser polities and the populace of contested territories suffer acutely in the aftermath of the destruction wrought by the Reavers - it is almost certain that alleviating such suffering will help demonstrate a country’s rightful place of prominence upon the world stage.

    The Lambent Syndicate resists the Reaving of Region 8’s Aristocratic Support!
    Region 8 Clerical Support becomes Reaved.
    Region 9 Mercantile Support becomes Reaved.
    Region 10 Mercantile Support becomes Reaved.
    Region 13 Clerical Support becomes Reaved.
    Region 14 Aristocratic Support becomes Reaved.
    Region 14 Clerical Support becomes Reaved.
    Region 18 Clerical Support becomes Reaved.
    Region 19 Clerical Support becomes Reaved.
    The Unity resists the Reaving of Region 20’s Aristocratic Support!
    Region 22 Clerical Support becomes Reaved.
    Region 22 Mercantile Support becomes Reaved.
    Region 24 Aristocratic Support becomes Reaved.
    The Lambent Syndicate loses 2 Units to Reaver raids.
    The LOL TP 2 for Ching He’aang in Lojan (9) is Sacked and destroyed by Reavers.
    The Open TP 2 for Flare Slug in Region 10 is Sacked and destroyed by Reavers.
    Holy Site 2 in Region 13 is Sacked by Reavers, remaining Open.
    The Auros of Kaarme lose 1 Unit to Reaver raids.
    Holy Site 2 in Kaarme (14) is Sacked by Reavers, becoming Open.
    Holy Site 2 in Region 18 is Sacked and destroyed by Reavers.
    The Lighthouse loses 1 Treasure to Reaver raids.
    The Unity loses 2 Units to Reaver raids.
    Holy Site 1 in Region 22 is Sacked by Reavers, remaining Open.
    The UNI TP 1 for Sandfish in Region 22 is narrowly defended against a Reaver attack!
    Region 24 native defenders lose 2 Units to Reaver raids.


    No one of significant importance was lost to the Reavers…this time.


    Organizations!

    GTZ raises their Reputation with ABS by 1 as a result of the Promotion of Marshal Fra Zel.
    CCC raises their Reputation with ABS by 1, to a total of 1.
    KNH raises their Reputation with ABS by 2, to a total of 2, spending a favor in the process.


    Costa Sereia spends 2 Treasure to hire the Kalan Company for the Abyssal Stewards, repaying their Favor debt. The Kalan Company is no longer available to hire.

    Gravetenders spend 1 Favor with ABS requesting Bounty of the Depths.

    ESP indebts/spends a favor with ABS to gain 2 Treasure

    PGL, CYP, SKR, GTZ, and LUX each contribute their first entries to the Neritic Manuals! PGL, CYP, SKR, GTZ, and LUX each gain +1 Favor with ABS! PGL and OTT each contribute an action to the Neritic Manuals, bringing it to 3/5 actions! PGL and OTT each gain +1 Favor with ABS! PGL may gain no more favors from contributing to the Neritic Manuals.

    The Hymenocera Expanse contributes two more actions to the Coraline Compendium, completing it! As the only power in the area to cooperate so completely with the Stewards, they are awarded commensurately. Every Tropical zone country to have contributed an entry to the Coraline Compendium may take a non-action to gain one action’s worth of progress towards the completion of a single Project which involves construction or craftsmership - Settling Colonies, Expanding Trade, and Establishing Holy Sites will always be considered suitable. This may only be done once, but will not expire until used.

    HEX gains 1 Reputation with the ABS, for a total of 2, as well as The Coraline Compendium in Hym (3). The Coraline Compendium grants a +1 to all rolls for which a Fortress would provide a bonus, so long as the Region contains a Smoking Garden and the Region owner has a Reputation of 1 or higher with the Abyssal Stewards; this stacks for a total of +3 if a Fortress is built in the Region in the future.


    After much internal and external debate about how many votes a hive mind should count for, the Shark King settles the matter accidentally by off-handedly asking why one couldn’t simply weigh the votes by the voter’s literal weight during a visit by the Chora. Finding such an assessment not totally disagreeable, the Chora quickly begins re-tallying votes with this in mind. Though a great deal of estimation is involved as a result of not having weighed every voter previously, the Chora nonetheless considers it workable enough, and determines that…Deep Blue was the victor, followed by the Eternal Spring? Maybe this method of counting wasn’t as fair as they thought…but a bit too late now.
    The Polar Polity Popularity Poll is finished! DPB gains one free use of the Economy 5 Raise City Special Action - they must still take an action to establish the City. ESP gains 3 Treasure. STC may add a +1 bonus to one Sway attempt they make this round.

    PGL, SKR, LUX, and GTZ contribute their first entries to the Songline of the Broken Seas! PGL, SKR, LUX, and GTZ each gain +1 Favor with the CCA! LUX contributes an action to the Songline of the Broken Seas, bring it to 3/5 actions! LUX gains +1 Favor with the CCA! LUX can gain no more favors from contributing to the Songline of the Broken Seas!

    Appreciative of the efforts of many of the Polar powers in providing material for the Songline of the Frozen Seas, the Chelonian Chora are more hesitant about the material provided by the emergent entity known as Deep Blue. It quickly becomes clear that they are already familiar with the story through their interactions with the Shark Folk, and are thus aware of its origin. Deep Blue’s addition is somewhat thought-provoking, but does not warrant inclusion in the Songline. They request something more original from Deep Blue - given the entity’s distributed nature and their inseparable nature from Spawn Point’s oceanography, perhaps something introspective, or an especially notable or foundational memory?
    SEN, KNH, and DRG contribute their first entries to the Songline of the Frozen Seas! SEN, KNH, and DRG each gain +1 Favor with the CCA! DPB tries to contribute an entry to the Songline of the Frozen Seas, but their submission wasn’t suitable for inclusion…

    DRG begins construction of a Reefback Nursery [1/3]

    RFT, ESP, GRV, KNH, and DRG all pay 1 Treasure to DNA in order to benefit from Raiding Refuge! All slots are filled!

    SKR spends 2 Favors and 1 Reputation to acquire a Spy furnished by DNA!

    CCC raises their Reputation with CCA by 1, to a total of 2.
    CPS raises their Reputation with CCA by 1, to a total of 4, spending a favor in the process and becoming the first country to bear the title of Bell-Keeper!


    AOK and HEX both gain +1 Favor from DNA via exploration!

    CCC raises their Reputation with DNA by 1, to a total of 1.
    DPB raises their Reputation with DNA by 1, to a total of 3, spending a favor in the process


    Pleasantly surprised at the number of entries collected for their Genus Taxonomia in recent years, representatives of the Divine Nacres descend into the waters of the Draigiau Residuum a few days after receiving the samples and notes regarding the Behemoth Draig. They explain - with some embarrassment - that while they deeply appreciate the information on such an interesting specimen, its status as extinct makes it unsuitable to present to their superiors as an element within the Genus Taxonomia at present. However, they also note that if the Draigiau were to furnish them with information regarding any extant/surviving examples of mutualistic organisms once present solely on the Behemoth Draig, they are sure they would be able to justify the inclusion of such a magnificent creature, ensuring that it lives in Nacreous posterity long into the future.
    GRV, KNH, ESP, and SEN each contribute their first entries to the Genus Taxonomia Gelidum Mare! GRV, KNH, ESP, and SEN each gain +1 Favor with the DNA! DRG contributes two entries to the Genus Taxonomia Gelidum Mare, but one of their submissions isn’t quite suitable for inclusion.

    A formal treaty is signed at the Exquisite Gala by LSD and CCC. LSD commits themselves to an Ultimatum to protect CCC against all hostile military action not precipitated by hostile military action on the part of the CCC; LSD gains +1 Prestige.

    Two formal treaties are signed during the latest activity at the Reef in Bloom. STC and SEN commit to mutual non-aggression, freedom of trade and travel, and non-interference in each power’s respective sphere of influence. KNH and GRV commit to mutual non-aggression, enforced by diplomatic mediation; KNH gains +1 Prestige.


    CCC spends 5 Treasure to gain +1 Prestige.
    GTZ is the first to Settle a Colony in the Temperate Region, and gains +1 Prestige.

    To maintain a foremost position on the global stage can be extraordinarily difficult. Rumors, tall tales, and gossip concerning the Gravetenders, tireless and silver-clad inheritors of a civilization said to have been unparalleled, can be heard in every waystation of repute on the planet, if one waits long enough. As other powers rise to such venerable position, it is inevitable that some cannot keep up, given the feeble limits of mortal awe - in the end, it would turn out to be the Chorus of the Crimson Choir, their localized fame, built on a strong foundation of religious notoriety, unable to compete on a global scale with the uniquely intriguing nature of the Gotezhar and Gravetenders.
    GTZ, GRV, and CCC are all Rank 4 with PRS! One must see their status decline as the others rise…CCC is reduced to Rank 3!
    No bubbles no troubles

  4. - Top - End - #124
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 5
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 4 Military 4 Economy 5 Faith 5 Intrigue 2


    Actions
    End of Turn (New) Ruler Increases: +1 Diplomacy, +1 Military
    1. Raise Unit [Military] - Unrolled
      Unlike the Ulnesh, the Hallus took the Stewards' warnings seriously, despite the arrangements already made with the Nacres. Baran had already been quietly inquiring with the Council Fund about establishing some kind of standing force on retainer, rather than hiring just for specific tasks, and now he was undeniably in charge he was able to make it happen. The natural first step came from the Kalan - while their main forces were now under the employ of the Stewards full-time, there were still smaller groups of Kalan working across the Union and with some money spread around and deals made it was easy enough to bring them all under the direction of the Fund to be paid and reorganised into a full fighting unit.
    2. Raise Unit [Military] - Unrolled
      Besides the new Council Fund efforts, the Hallus family had been spending the last few years picking up mercenaries here and there in preparation for this time, and now that an official military was being created they could field their accumulated force more openly. Forming a more irrelegular force to the disciplined Kalan core, the Hallus troops were a hodgepodge of the different species, specialities and approaches to war found across the zone.
    3. Raise Reputation with the Divine Nacres [Diplomacy] - 13, Success
      The scientific minds of the Hallus family other than Pelir had always had some interest in the Nacres and their technology, despite not dealing much with them in the past, and several of those Cyphiri convince Baran to put together a diplomatic effort to establish ties with them - the thing that convinces him in the end is the idea that they might have tools and technology that will be of great use combined with their new anoxic exploration technology.
    4. Sway Mercantile Support of 114 [Diplomacy] - 11, Failure
      Seeing the growing problems in Orope, despite finally establishing a dye supply, the Tellan set about on a charm-offensive to try to bring the unruly merchants on-side, backing their efforts with a hefty supply of Hallus funding. Despite their best efforts, however, they fail to make much of an impact.
    5. Buyout TP1 of 118 [Economy] - 8, Failure
      A little surprised by the colonist's dissatisfaction with the crops brought over from Cyph-Arel and their desire for meat, the leaders of the Pylet family nonetheless set their opportunity scouts on the task of finding something to satisfy their demands. Along the Orope - Cyph-Arel trade route, the Tellan had to make land deals with several of the farms that were dotted around the neutral ground between Orope and Dashasham, and so those farmers soon found themselves visited yet again by Cyphiri - this time Pylet representatives looking to arrange regular shipments of their sea cows down south. They don't get particularly far, the farmers apparently taking offence at the gifts the Pylet had brought with them.


    Nonactions
    • Provide Cobalt Dye to OKI through the trade route for use satisfying Desired Imports
    • Accept a Cultural Exchange from Costa Sereia
    • Spend 1 ABS Favour for +1 Reputation
    • Spend 1 CCA Favour for +1 Reputation
    • A Monumental Undertaking: The Great Hall of the Union [3/3] (Gain 1 Prestige from finishing)
      Spoiler
      Show
      The agents of the Council Fund, professional to a fault and not letting the changes in the Union Council get in the way of their work, commence construction of the Great Hall. With contracts established with the relevant minor families to ensure a steady supply of structural plants and fibers, a labour force hired and budgeted for, and several groups of specialised artisans contracted to supply their expertise, this is the easiest part of the job for the Fund workers - they just need to keep a close eye on things and make sure things move smoothly. Things soon start progressing to the satisfaction of all involved, and over the years the Great Hall takes shape.

      Much of its grandness comes from the fiber mats that serve as walls and dividers in Cyphiri architecture - many of the hired artisans are weavers whose particularly deft tentacles intertwine strands from different strains to create patterns and images in the walls themselves - the symbol of the Union, along with images representing major elements of the Union's history, is prominent on the walls around the central courtyard and fields, while the main room in which the Union Council is to assemble and work has mats displaying the personal crests, logos and personal stories of the relevant families, a theme continued into the living quarters afforded to each family that take up the rest of the inner ring of the Great Hall (the Fund quietly pays for spare walls to be made with the symbols of several families who aren't in the Union Council but may well do soon, as well as some blank ones in case a family leaves the Council for some reason and their symbols need to be taken down quickly and quietly - these kinds of changes aren't at all common, but it pays to be prepared).

      The outer parts of the ring are more practical in nature - they still have their exterior walls and those facing the hallway visitors take to enter the inner ring decorated to keep a proper image to outside observers, but inside the construction of these areas are more practically-minded to fit their function of housing and providing necessary facilities to the people who staff the Hall and provide services to the Council representatives attending (while arrangements are made with some smaller families to provide some of those services, the bulk of the Hall's staff are from the Council Fund, the younger or less popular members filling most roles, although those roles of a more managerial nature or directly interacting with representatives are left to the more trusted Fund members).[/I]


    News and Rumours
    • TBD


    Families of the Cyphiri Union
    Spoiler
    Show

    <TBD: Change to fit new ruler situation>

    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
    Other: All Supports in 122
    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
    TPs: 122.2
    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).
    - Baran Hallus: The actual head of the Hallus family, and the one directing their recent political moves. Has great respect for Pelir's work, and tends to indulge her requests. He's got broader interests than the average Cyphiri, taking an interest in the military conflicts that have gone on around the known world, and making plans for diplomatic efforts beyond those that are business-related.

    Tellan
    TPs: 109.1, 114.2
    Other: CYP-OKI Trade Route
    Previously a minor family in one of Cyph-Arel's cities, now dedicated to the trade route between the Cyphiri and Middish. Operate a network of camps, rest stops and small businesses catering to those taking said route, and established the route itself. Has control over part of Orope's Giantbane Seed industry, along with investing in some nearby regions. Current leaders in fields relating to Supernatic Propogation, due to their ties to the Middish.

    Carral
    TPs: 123.1
    Other: Mercantile Support of 123
    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: 117.1, 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.

    Pylet
    TPs:
    Other:
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of [129], but is beholden to the Hallus in turn.


    Statistics
    Spoiler
    Show

    Special Actions Available: Economy 5, Faith 5 (Next Round: Diplomacy 5, Faith 5)
    Special Actions Used: Economy 5 (Next Round: None)

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 0, 1 Favour (Expected Change: +1 Rep. -1 Favour)
    The Chelonian Chora: Rep 2, 1 Favour (Expected Change: +1 Rep, -1 Favour)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
    The Divine Nacre: Rep 0, 0 Favours (Expected Change: +1 Rep)
    International Prestige: Prestige 1 (Expected Change: +1 Prestige)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants

    Bases
    122: Reefback Nursery

    Cultural Exchanges
    None

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 0 (Expected Change: +2)

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 5 (Expected Change: -2)

    Trade Posts
    Efective Total Owned 11
    109.1 - Swarm Ash
    114.2 - Giantsbane Seeds
    117.1 - Biolumiscent Tunicates
    122.1 - Native Gold (Mercantile Support Owned)
    122.2 - Native Gold (Mercantile Support Owned)
    123.1 - Malleable Blubber (Mercantile Support Owned)
    127.1 - Ray-Ear Seaweed
    134.2 - Cobalt Dye

    Mercantile Support
    122, 123

    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

    Anoxic Adaptation Cross Brackish borderss


    Faith
    Spoiler
    Show

    Faith Holy Sites: 8

    Clerical Support
    122

    Organised Faith Bonuses
    +1 to Impress Actions

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None

    Claims
    122 - Historicity

    Last edited by Volthawk; 2022-06-10 at 09:31 PM.

  5. - Top - End - #125
    Halfling in the Playground
     
    Lumaeus's Avatar

    Join Date
    Jun 2019
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 5

    Ruler: The Youngest, Second Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 6
    Intrigue: 3

    Actions:

    Spoiler: Life, uh, finds a way
    Show

    Calamity! While the Riftlings have grown no less fastidious in their care of the Dead Seas, while the borders still remain closed to aliens, and while the Mother still breathes Her noxious panacea, the seeds of life have nonetheless taken root. Here, see a sprig of seagrass poke from the seafloor. There, a mite, almost invisible in the sand, miles from any border. Somehow, this blooming blight is encroaching on the Mother's sacred region, and with it comes a disclarity of boundary. Where once the world knew that to enter these waters was death, the blurring of borders means that interested tradesfolk are drawing ever nearer. The Dead Seas are for the Riftlings, but it is the Mer who make incursions, seeking the treasures that can be found wherever the breath of life extends. They come to seize our soil. They come to despoil our lands. If not dealt with, they may think themselves here by rights. There can be no delay. Toxins must be found.


    Economy: Establish Trade Route with the Eternal Spring
    Spoiler: Midas' Burden
    Show

    The Great Mother has been generous these years, and the fertile soil she breathes has accumulated past the point of keeping. The Dead Seas are beginning to sprout with life, no matter how the Riftlings toil to beat it back. Perhaps the Eternal Spring will know what to do with this. Perhaps they will know how to eradicate this life-blight. Envoys are sent with a sample of soil and of the horrible spread of foreign flora.


    Faith: Create Artifact
    Spoiler: The Censer of the Mother's Breath
    Show

    Does it matter from which cluster the Youngest is birthed? None can say, but what is beyond debate is that a cleric ascended, and from the depths of the True Deep, a great device not unlike a flail was given. This black stone reliquary hangs from a chain of bone-white rock, and from the holes which dot it wafts wonder.

    Swinging this censer miraculously produces clouds of mineral rich hydrogen sulfide, a sign of blessing from the Great Mother. This effect induces zealous frenzy, allowing the holder accomplish by faith what otherwise would require other motivations.

    Once per turn the holder of this Artifact may take a non-Faith action as a Faith action for purposes of stat growth only (using the typical stat for modifiers). If the holder does this, they may roll 2d6+Faith against a TN of 12 before rolling the action in question. Upon success, the action gains a +1 bonus to the roll. (LapisCattis approved)


    Faith: Convert Region 59 Holy Site 1 (2d6+6faith) Roll: 11 FAILURE
    Faith: Convert Region 59 Holy Site 2 (2d6+6faith) Roll: 16 SUCCESS
    Spoiler: The Age of Wonder Dawns
    Show

    If rolls successful, insert text about conversion in the face of miracle.


    Faith: Set Holy Site Bonus (+1 to resist Reavers, +1 to all rolls targeting Reavers)
    Spoiler: Whispers from the Polar Currents
    Show

    The Riftlings are an isolationist people, yes, but they have been forced to endure the presence of aliens in their Seas-Not-Yet-Dead since the Chelonian Chora has claimed a trading post. This has been a grave injustice, an unspeakable imposition, a treacherous invasion, and a surprisingly pleasant affair. Make no mistake, the Chora are unwelcome and alien, foreign interlopers in lands not open to their intervention. Yet their songs bear a certain power, and the Riftlings who work to shore up support within hearing of the Chora have been known to incorporate the rhythms of the music into their labors, have gone so far as to add their own unpracticed voices into the melodies. The Chora are a terrible and unwanted presence. But a pleasant one.

    These travelers know of the horrors of the outside world. Stories have spread, not just of the Reavers, but of their imminence. Yes, the Nacres extorted the peoples of the pole for protection, but to know for a fact from a less-lesser race that the Reaving tide is incoming? The Riftlings mean to prepare. The stories are vague, and the songs more art than substance much of the time, but enough is gleaned for a basic strategy. The Anointed Prophet take these messages to its places of influence, the Holy Sites of the Riftlings Many, and from there it spreads by trade lines to the Eternal Spring. Eventually, all who know the Eternal Communion have at least some defense in place.


    Nonactions:
    [Non Mechanical Diplomacy]: Bind ourselves by oath to the non-isolate agenda. Treaty text is "Treaty Powers agree that they will support and advance non-isolate intelligence agenda"

    Non-Action Intrigue: Fend off the treacherous Congregation's attempts to pull the aristocracy back from sense. Roll: 6 FAILURE

    Next turn stats:
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 8 (+2)
    Intrigue: 3
    Last edited by Lumaeus; 2022-06-11 at 10:36 PM.

  6. - Top - End - #126
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    Post Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 3
    Military: 9+1
    Economy: 4
    Faith: 2
    Intrigue: 5+1

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Military: Build The Line of Olgght [5/5]
    Project effect: +1 Unit Cap, +1 Unit Cap with aristocratic support
    A massive network of barracks, fortifications, and seaways now crosses the borders of the Pfithreef, all the way from Gan Kotzim to Ghlsgtot and out to every edge of the region. This new infrastructure is immediately put to use quartering the many warriors Olgght has gathered to themselves and preparing them to defend the Pfithreef against all comers.

    Military: Sack 141 HC 1 for Pacifism
    The pacifist outreach attempts of earlier years did not go forgotten. Olgght declares their faith the perfect training exercise for their growing army and sends a sizeable force to raze their sites of peaceful worship to the ground.

    Intrigue: Coerce 101 TP 1 for Luxurious Hides

    Intrigue: Coerce 113 TP 1 for Phosphorite

    Intrigue: Coerce 129 TP 1 for Nutritious Silt
    Spend a treasure on this roll
    Repeating the events of earlier times, Pfith raiders strike out at various places of value, to bring resources back to fuel the growing war engine of their nation.


    Spy Actions
    Ktloso: [REDACTED]

    Non-actions
    Spend 1 ABS favor to gain 1 ABS reputation

    Accept Cultural Exchange and Technologies from SKR


    Spoiler: Bookkeeping
    Show

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

    Spoiler: Military
    Show
    Units: 5/5
    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

    Treasure:
    1/5
    +1/round
    Trade Posts Owned:
    Shiv'rchins: 104.1
    Mineblossom Sponge: 130.1
    War-Jellies: 132.1 (S)
    Hard Metal: 132.BASE

    Economic Techs:
    Composite Grafting

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation score: 14
    Last edited by bc56; 2022-06-11 at 02:41 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

  7. - Top - End - #127
    Troll in the Playground
     
    NecromancerGirl

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    Default Re: Empire 7: Into the Depths IC Thread

    Primarch Marcion

    Diplomacy 5
    Military 3
    Economy 6
    Faith 5
    Intrigue 1

    Diplomacy Open Diplomatic exchange with Pfithreef

    Subaction- give brackish border and Trophic deconvolution technology to Pfithreef

    Long viewed as ideal converts to Sakura-Do, the Pfilghol have opened the door to Sakura-Jin missionaries


    Diplomacy explore the covered region to the Northeast success, due to passive bonus from the Nacres

    Diplomacy explore region 125 success

    With new technology acquired from abroad, Sakura-Jin apostles are sent out, like has not been done since before the fall of the Precursors

    Diplomacy attempt to raise ABS reputation
    The Sakura-Jin do not understand the strange creatures of the deep, but their good will seems valuable. success

    Faith finish the Songline of the Broken Seas.
    Sakura-Jin clerics pray for the completion of this grand project.

    Spy action- redacted
    Project Eusebia attempts to infest a target.

    Non-action

    Continue work on the Grand Museum
    Spoiler: The cave of Wonders
    Show

    With the walls and foundations built and the centerpieces installed, the other wings needed attention. A principle attraction would be cultured organs possessing unique biological properties, used for grafts and as templates for industrial constructs.
    Two particular attractions needed special attention.
    The bioluminescent jellyfish kept reproducing, to the shame of the priests. Sterilizing it without killing it proved impossible, and the lighting was changed to schools of fish that seemed to move with an emergent intelligence. But they were dumb and sterile, and the clerics were at their wits' end, so nothing was said of how easily the school was trained to follow visitors and provide light for them in exchange for treats, which they carefully distributed amongst their swarm.

    The other issue was the Mantis Shrimp weapon. Even without a brain, firing it was dangerous. And it aggravated the lightfish, who kept killing it. Eventually the entire display was scrapped in favor of the Ghola Tank, a new device allowing the culturing of mammals without using adult female mammal wombs, which was barely accepted under Sakura-Do.



    Provide more information for the Stewards.
    Spoiler: The Neiritic Manuals
    Show

    Dashasham has long been famous for its mosaics. These decorate most flat public surfaces both in Precursor ruins and modern caverns, being one of the few clear consistencies between the two cultures.
    Mosaics are made of shiny rocks put in place with Glue from barnacles. Tesselating, four-sided designs are used, although the Precursors favored rectangles, and the Sakura-Jin Gardener culture prefers triangles. Also different is the choice of topic. Precursors preferred idealized animal forms and historical topics. In contrast, such portrayals are rare, though not, forbidden, in Gardener culture. They prefer landscapes and geometric designs, especially portraying fanciful ideas of what they imagine the surface world is like.


    -provide The Gotezhar with Glue


    Leader stats +2 Diplomacy

    New stats:

    Diplomacy 7
    Military 3
    Economy 6
    Faith 5
    Intrigue 1

    Rolls
    Last edited by Feathersnow; 2022-06-05 at 04:07 PM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  8. - Top - End - #128
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    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 5 (Years 13-15)

    Polar Bear Faction


    Queen Violet of the Violent Thorns

    Dip: 3
    Mil: 3
    Ego: 10
    Fai: 6
    Inf: 5

    Next Round:

    Actions:
    Eco: Eco 5 to upgrade Immortal Jellyfish to Maleficent Jelly



    Eco: Buyout Hatesheer (Failure)
    Eco: Impress 51 with Chelonian Hunters
    Eco: Buy TP 3 of region 71 (2d6+10-1+1) (Spend Treasure)
    Eco: Buy TP 2 of region 57 (2d6+10-0)

    Rolls For Actions (And Resist)

    (Ignore the 65 roll, invalid, I don't have a TP nearby to Impress with.)
    Replace with this roll (failure anyway, the dice hate me this game apparently)


    Non-Actions
    Use 1 Favor with Divine Nacres to Raise Rep with them.
    Sack Resist against the Sharks, spending treasure.
    2d6+3+1

    Enter into the [redacted] [redacted], which reads as follows:
    Treaty Powers agree that they will support and advance non-isolate intelligence agenda.

    The Medusa have made friends with hiveminds and isolates alike, for the flourishing of all involved. Mutual exponential growth serves as a root by which most other higher branch goals can be nourished. That being said, after much observation, one can only conclude that isolate behavior could be... optimized.


    Write up Great Project (3 action)
    [The Crypt Of Mamomos]

    Now complete, the egg has been fertilized. All that is left is to wait. This masterpiece is quite the spectacle of gold and silver and platinum and worthless shinies. If nothing else, any tourists into the region (which Eternal Spring has increasingly welcomed) find it to be a prestigious attraction to gawk at. Of course, they see no real religious value in it, even most of the Medusa don't see the religious value such a giant glorified nest brings.

    Although Violet is beginning to suspect. She is preparing for the inevitable conflict. Not observable to something on a smaller timescale observing it for but a moment, but to a plant, one can see it twitch, imperceptibly grow, like a plant would. That egg isn't just some money shrine made to attract tourists (and for the occasional thief to try swiping a part of), but something true and alive, perhaps made of money itself.

    Spoiler: Part2
    Show

    The rocks began to resemble a temple. Nothing like the giant tribe sponsored temples that laid around the rest of the region, but it felt wonderous in its own unique way. It appeared more to be a nest, than anything else. Gilded in rocks, in shinies, in gold and gems and jewels of the kind that seemed worthless to the Medusa, but that the other, smaller minded races held so near and dear. String too, from woven seaweed. Something special and precious to behold. And, right at the center, was to go a giant egg.


    Spoiler: Pt1
    Show
    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'.




    Shell Counting
    Spoiler
    Show

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
    Resource (Immortal Jellyfish) ESP / ESP / Somebody? / City(ESP) (x1)
    TP 1 of 55 Chelonian Hunters
    TP 1 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (x2)
    TP 1, 2, 3 of 59 Coral Dye (x2)
    TP 2 of 68 Gravelglass (x2)

    Merchant Supports
    Region 51, 57, 58, 59, 68


    Treasure: 5
    Passive Treasure Income: +2
    Soldiers: 0

    Last edited by Epinephrine_Syn; 2022-06-12 at 05:04 PM.

  9. - Top - End - #129
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    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate region, Capital: 135
    Round 5

    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Ramira of the Viridian Shade, Eldest of the Matriarchs

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

    Ruler increases: +1 Economy, +1 Intrigue

    Ruler stats for round 6:
    Diplomacy - 3
    Military - 4
    Economy - 6
    Faith - 2
    Intrigue - 6

    Actions:

    1. Intrigue: Investigate southeast of region 97. [12, SUCCESS]

    2. Intrigue: Investigate southwest of region 102. [15, SUCCESS]

    3. Economy: Settle colony in 111. [2/3]

    4. Economy: Settle colony in 111. [3/3]
    Choose to add an additional Holy Site following the Flowing Way.
    Choose to change the desired import.

    5. Faith 5: Create a Lux-Glossian School of the Flowing Way, the Lux-Glossian Way.
    Set school bonus to +1 to Investigations.
    Spoiler: Fluff
    Show
    Like all branches of the Flowing Way, the Lux-Glossian school's faiths center around storytelling and fate. In the beginning, the gods held every story of the world in their hands and delicately twisted each thread into the tapestry of the world. With a master weaver's skill, they enforced their Divine Will upon the fabric of reality to make the waters, peoples, and stories that are known today. Having demonstrated the ability to alter the flow of story to their desires, the gods stepped back and are not active in the modern day.

    For the peoples of the world to grow, two things must happen. We must discover every thread of the gods' tapestry, even those hidden in the depths, the burning lands, or the toxic wastes. And we must learn to exert our will over the weave to make new, innovative patterns and tales that the gods did not ordain. To these ends, the Lux-Glossian school of the Flowing Way focuses more on discovery and creativity than other schools. Rather than those that study old tales for glimpses of understanding, those that can improvise a new story thread that has not been heard before are valued the most. Similarly, rather than archivists of ancient tales, Lux-Glossian faithfuls are explorers of dangerous untread waters, leaving no stone unturned.


    Non-Actions:

    1. Change ruler to Ispe of the Cyan Shade, Eldest of the Matriarchs. [Roll here]

    2. Spend a favor with CCA to increase to rank 1.

    3. Spend a favor with ABS to increase to rank 1.

    Spoiler: Reminders for myself
    Show
    End of round 5: -1 rep with ABS for having less than 2 units (taking the hit)
    End of round 6: -1 rep with CCA for owning a region with open supports (taking the hit)
    End of round 7: -1 rep with CCA if I still owe favor debt (shouldn't be an issue)
    Respond to Gengy
    Start a monumental undertaking
    Enter a contribution to the Neritic Manuals, if that's still a thing next round
    Make a flag!
    Last edited by Aerin; 2022-06-26 at 01:07 AM.

  10. - Top - End - #130
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    Default Re: Empire 7: Into the Depths IC Thread

    The Chorus of the Crimson Choir

    Round 5

    Ruler: Living-Speaker Hurn the Wise

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

    Actions:
    1. [Diplomacy] Raise rep with CCA from 2 to 3.
    2. [Diplomacy] Raise rep with ABS from 1 to 2.
    3. [Diplomacy] Raise rep with DNA from 1 to 2.
    4. [Diplomacy]
    5. [Faith] Convert HS2 in region 26 (Vicarian Chambers, Bloodhome). Assist self.
      Since the unforgivable depredations of the Lojanaese mercenaries, none have been entirely comfortable in the Vicarian chambers. They must be re-consecrated, restocked, and made once again safe if not entirely comfortable.


    Ruler stats increase: +2 Diplomacy

    Non-Actions:
    • Resist all conversions to faiths other than The Crimson Chant in regions with clerical support.
    • Continue Prestige Monument (3/5): The Grim Cathedral.
      To come


    News & Rumours:
    • Alinus Ernost VIII was apparently sighted in Bloodhome, with a body and a breathtaking quantity of Siren Extract.
      • Notable Legislation



    Ruler Stats for Round 2
    Diplomacy - 10
    Military - 2
    Economy - 2
    Faith - 8
    Intrigue - 5

    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 0, 0 Favour (Expected Change: None)
    The Chelonian Chora: Rep 1, 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: 0 (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; 2022-06-05 at 03:17 PM.
    I go by them/they/their pronouns, but I'm comfortable with he/him/his or she/her/hers.

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



    Being terrible at being a wolf since always.

  11. - Top - End - #131
    Ettin in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 7
    Military 6
    Economy 5
    Faith 2
    Intrigue 5

    Expected Stat Increases: +2 Economy

    ...

    Actions
    • Economy - Settle Colony in Region 8 [1/3]
    • Economy - Settle Colony in Region 8 [2/3]
    • Economy - Settle Colony in Region 8 [3/3]
    • Economy 5 - Create Trade Route with the Lojanese Republic
    • Military - Invade Region 24 through Bloodhome with 6 Units under Netra the Rubicund Fist (Mil 8) [Bespoke Tactical Doctrine not submitted, Netra will use Unyielding Force for this battle]
      Though her appointment had been largely ceremonial, Netra's success in fending off the depredations of the Reavers wins her a glimmer of influence within the Syndicate. Sensing her opportunity to rise to a position of power where she might contend with one of the great Mistresses, the Rubicund fist lays out an ambitious plan to take advantage of native forces also reeling from the Reavers' passing. Salivating at the thought of ever more exotic lands and peoples to bind to them, the Mistresses approve, and the Syndicate's unified army of mercenaries and addicts moves south through the lands of the Crimson Chorus to assault the wild South.


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-06-13 at 03:58 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!

  12. - Top - End - #132
    Bugbear in the Playground
     
    BardGuy

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    Post Re: Empire 7: Into the Depths

    Regions 113, 114
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 13-15 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights
    Round 5

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

    Actions:

    1. [Military] Impress Aristocracy in Ektalithiades [113]: 22
    The retinues following Carrington and Hanisch are not only militarily impressive in their own right, they also contain many Middish nobles who have recently come into positions of local power in Ektalithiades. The combination of military prowess and personal loyalty should help stabilize the situation in the new polities.

    2. [Faith] Convert [Region 112] HS 1 to the Flowing Way: 16
    The southern faithful are separated from their northern brethren by a great distance and many peoples. In the interest of securing the north-south currents for pilgrims of the Way, the Order dispatches chaplains to establish a waystation south of the Tideswept Shelf. No consultation with the waters' Otterian overlords is taken, but it is hoped that they will recognize the action's peaceful intent.

    3. [Faith] Convert Ezcorher [138] HS 3 to the Flowing Way: 13 (Gotezhar assist not included in roll)
    Buoyed on the success of their ministry to the Meadows of Elyan'dan, a few of the original missionaries (chief among them a budding chaplain named Luc d'Espoir) travel to the Gotezhar capital alongside a number of new Mer converts. Kashowira Reef, with its exhilarating rapids and currents, proves an invaluable location for teaching object lessons in the nature of Fate and Divine Will.

    4. [Faith] Convert Ektalithiades [113] HS 2 to the Flowing Way: 12 (region ownership assist not included in roll)
    Though the Tyrnamoi have been recently reticent to abandon their vegetable veneration, their conversion has become a priority for the prodigal Knights in Ektalithiades. The Ektalithiadean Assembly faces significant religious tension between the Tyrnamoi communities ostensibly assembled and the Middish nobles who sit in said assembly, and so, in his authority as Knight Bailiff of the Alehlangue, Jörn Hanisch requests missionaries from the Order to shore up his position in the region.

    5. [Faith] Convert Ektalithiades [113] HS 1 to the Flowing Way: 13 (region ownership assist not included in roll)
    Not one to be outdone in the execution of a holy mission, the self-proclaimed King Carrington of Dupiopólisol puts his own chaplains to work spreading corrected interpretations of local folklore that place him in the narrative fin-trails of Sheldon J Plankton itself. Whether or not the effort actually convinces anyone that he is an instrument of the divine, it succeeds at spreading the tenets of the Flowing Way among the Tyrnamoi.

    Nonactions:
    1. Accept Cobalt Dye from the Cyphiri Union via the trade route
    2. Submit the following short monograph on Middish construction to the Abyssal Stewards for inclusion in the Neritic Manuals:

      Spoiler: On Giantsbane
      Show


      The preeminent role of the Giantsbane plant in Middish society evidences divine will in a way that few other creations do - so perfectly suited to the Middish that the current of fate that drew it into reality must have been swift and strong indeed. Those rare and dangerous creatures who might still prey on unwary Middish will rarely attack one sheltered by a Giantsbane, knowing that they are sure to ingest the toxin within the plant, while at the same instant the common cattle upon which all Middish ultimately depend for sustenance can graze without fear. Travel is rendered quite simple, as the well-known currents of Orope will pull a Giantsbane plant along trivially without the need for draft fish or for carrying heavy parcels on one's fins, and ambushes from the seafloor or the dangers of shifting sandslides are irrelevant.

      With dexterous lips and enough care not to poison oneself, one may twist and braid the hanging roots of a smaller Giantsbane into a tubular structure, a suitable dwelling where a lone herdsmiddish or a small family can rest at night. For large families who require more space, artisans in need of a workshop, or even merchants wanting a storefront, a larger Giantsbane's roots, intertwined with a basketlike structure made of woven seagrass or Giantsbane leaves (or even surface driftsubstance), allow for as much interior space as could be desired while retaining the many advantages of dwelling within the plant. "Architecture" is therefore perhaps the wrong word, and "weaving" or "braiding" styles might be more suitable to describe the beautiful and unique patterns which emerge from this patchwork of seagrass, leaf, and root, and "painting" to describe those homes of the noble and wealthy which are dyed and decorated with brilliant colors.

      The greatest Oropegian cities take this process to its natural conclusion: clusters of ancient Giantsbanes hang in the water, their sheltering roots adorned by hundreds of houses where thousands of Middish safely sleep. How can one then be surprised that the Middish rarely build free-standing structures when free-floating ones serve their every need so admirably?

      .

    Spoiler: News and Rumors
    Show
    • Disputes between the Order and the merchants have become distressingly common in the past few years. At first it was merely petty squabbles inflamed by angry chaplains and house sages upset by the lack of action towards solving the memorization problems inherent in managing the vast history of Orope, but negotiations with the Cyphiri for Cobalt Dye proved fruitful, and those concerns were addressed - the dye proving a usable ink for etching records into Giantsbane carvings or even simply painting into seagrass paper. Disconcertingly, the mercantile unrest seems to have taken on a life of its own, heedless of the steps taken to resolve the root concern, and intractable debates swiftly turn into purposeless shouting matches.
      .
    • The rise of other organized schools....
      .
    • Queen Esenam's declaration warrants reply, and after deliberation among the Knights Commander and the Masters, messengers are dispatched to [Region 127] warning her that, though the strength of her army and the conviction of her diplomatic policy are admirable, further threats or provocation against the faithful will be swiftly and overwhelmingly redressed.
      .
    • News from Ektalithiades filters back slowly to Orope. It seems that over the past five years the remaining Middish nobles have exiled and supplanted the local power base and then splintered into two factions tied to charismatic leaders. In the north, Dupiopóli serves as the seat for Knight Bailiff Carlton Carrington, an Insmiddish originally dispatched by the Second Master to guard K.C. Tolmach. To the south, Nótiapóli hosts Knight Bailiff Jörn Hanisch of the Alehlangue and his squabbling court. Though both leaders seem to dislike each other, open conflict was averted until recent months; Carrington declared himself “King of Dupiopólisol” and, in response, Hanisch declared the creation of an “Ektalithiadean Assembly” contesting his authority in the north.
      .
    • The self-proclaimed declaration of a new Middish King is a significant matter, and one which draws attention back to Ektalithiades....
      .



    Spoiler: Ruler Information
    Show
    Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 3
    Military: 10
    Economy: 3
    Faith: 8
    Intrigue: 3

    New Ruler Next Round? no
    Expected Stat Bonuses: Faith +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: 4 / 6

    Treasure: 0

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires: Giantsbane Seeds, Supernatic Propagation, Photospore Signalling

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

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

    Reputation:
    • PRS rank 2
    Last edited by Minescratcher; 2022-06-12 at 09:07 PM.

  13. - Top - End - #133
    Troll in the Playground
     
    ElfRangerGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)


    Leader: High King Lord Deca IV
    Diplomacy: 6
    Military: 3
    Economy: 10
    Faith: 3
    Intrigue: 3

    Actions:

    [1][Economy] Gain technology
    [2][military] create unit
    [3][military] create unit
    [4][military] create unit
    [5][military] create unit

    Non Actions:
    -momumental undertaking (3/3 part project)
    -gift 2 units to ABS for favour
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)

    Spoiler: Bookkeeping
    Show

    TP: region 3, TP1+TP2+TP3+City (carapace armour)
    region 6: TP1 (mercenaries)
    region 28: TP1 (Tiny Turtles)
    region 13: TP1 (Rocksplinter Stars (starfish))
    region 18: TP1 (Galena)

    Passive income: 2/turn

    Units:4/5
    treasure: 4

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxic Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 1
    -The Divine Nacres: 1

    New stats
    stat increase: military +2
    Diplomacy: 6
    Military: 5
    Economy: 10
    Faith: 3
    Intrigue: 3

    Organisation reputation
    Abyssal Stewards: 2
    chelonian chora: 0
    divine nacres: 1
    international prestige: 1



    Spoiler: news
    Show

    -Divine Nacre warn of raiders and raiders have already been seen in various countries. The army is to be expanded to meet this possible threat, including a regiment of lancers riding engineered Mantis Shrimp.

    -Despite raider warning, the High King decides to provide the Abyssal Stewards with some units to protect their base against raiders.

    -When the Divine Nacres asked for entries in the Genus Taxonomia Scintillans Mare, the Hymenocera scribes provided an overview of the coral species they had engineered to pass messages through the region


    Spoiler: technology
    Show

    -Toxic Filtering:
    After years of research and with the help of the Abyssal Stewards who work near toxic environments, Hymenocera scientists have finally managed to graft small pieces of engineered sponges on specifically created armour, which could be worn so the sponge could filter out the dangerous chemicals in the water before they can impact the individual. Now the toxic terrains to the North and East of the Expanse are also open for expansion.
    Pre-reqs: tech: Composite Grafting; resource: armour


    Spoiler: Army
    Show

    Two new regiments will be raised into the army.
    current army Order of Battle:
    -1st regiment infantry, the King's Own
    -2nd regiment infantry, the Coldstream Guards (new)
    -1st regiment cavalry, the Royal Lancers (new)
    -The Foreign Legion (regiment Selachian mercenaries)
    -the reserves: smaller detachments raised by the various nobles, about 2 regiments in total, only for defense (extra units raised by aristocracy to defend regions)

    each infantry regiment will consist of an HQ company, an engineering company and 2 line battalions, with 5 companies in each battalion (1 scout company and 4 line companies).
    the cavalry regiment will consist of an HQ company, 3 scout companies (light cavalry) and 6 line companies (2 light cavalry and 4 heavy cavalry). the light cavalry will be spear wielding mantis shrimp and the heavy cavalry will be hammer wielding mantis shrimp

    2 extra regiments will be raised and send to the Abyssal Stewards, 1 infantry and 1 cavalry.

    the First battalion of the Coldstream Guards will be the first unit to be equiped with the new toxic filtering armour.


    Spoiler: Monumental Undertaking 3/3
    Show

    It had taken years to finish, but now it was finally done. The sponges had had some time to grow and most were looking nice now. A few of the slower growing ones could do with a bit more maturing, but that would come in due time, Limnadi thought as he did a tour around the garden to check for the last things that still needed to be done. Two days later the High King himself, who was doing a tour of the land, came around for the opening. He was impressed by the work done to have a garden with all sponges and praised Limnadi for his foresight to make sure there was room to add more sponges should they be discovered. Limnadi was appointed curator of this garden and the scientific institute, called HISAR (Hymenocera Institute of Sponge and Algae Research).


    Spoiler: Genus Taxonomia Scintillans Mare
    Show

    Dendronephthya Hymena

    The large towers of soft corals that grow in the entire region of Hym and also outside of it. It looks like a normal soft coral you find everywhere, but it has a couple of strange properties. First: If the underground portions meet up they merge into one organism. And second: signals pass very quickly through the entire organism. On top the white with red growth is readily recognised. They feed on phytoplankton like most corals.

    This species, which has grown randomly for many years, is now pushed by Hymenocera scribes to grow in certain direction so to form a vast network throughout the region in order to quickly send messages from one end to the other. It was discovered that by tapping the stem, the vibrations are transformed into chemicals which are then transferred into electrochemical signals like in nerves. These can then travel through the network. With selective breeding and making some extra manipulations the scribes have been able to create an organism that can send messages to a certain location only by using some chemicals on the stem before tapping the code.

    Spoiler
    Show


    Last edited by farothel; 2022-06-08 at 01:57 PM.
    Clacks-Overhead: GNU Terry Pratchett

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

  14. - Top - End - #134
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 5
    [Gotezhar, People of the Rain]

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

    Actions:
    1. [Military 10] Razor Current Netting {Fortification} (Approved)
      Joontar Arjiloza is well regarded for having smart ideas, so it is no surprise when Profundus Korasoon listens when he proposes using Razorglass as a form of deterrent in military defenses. Determining the current of whatever waters the Squall might fight in allows for quick deployments of sharp shards of Razorglass to be strategically located, causing additional damage to any foolhardy enough to lose their selves to the sway of the waves... or trying to get in to a place they are not wanted.
      Effect: +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold.
      Requires: Composite Grafting and [Glass]
    2. [Economy] Continue Expanding Trade Posts in 136 (2/3)
      Profundus Korasoon acknowledges the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives another shipment of Barnacle Glue. Apparently, further shipments are contingent upon making sure that the Gotezhar have control of something called Clam Vines in the Meadows (136), so additional effort is placed into developing these Clam Vines.
    3. [Economy] Finish Expanding Trade Posts in 136 (3/3)
      Profundus Korasoon formally accepts Merchants as a new sub-caste of Gotezhar workers. Together with Governor Saroon'din of the Meadows (136), the Profundus celebrates the establishment of another source of Clam Vines.
    4. [Diplomacy] Sway Aristocratic Faction in 139 (Roll: 17)
      The people to the east of Gotezhar are a strong group, and Korasoon attempts to speak with them about joining their strength with Ezcorher. He personally arrives to speak with local leaders, and avoids speaking about anything offensive.
    5. [Diplomacy] Sway Aristocratic Faction in 128 (Roll: 17)
      With so many new Gotezhar living in the Gotezhar Colony to the north, Profundus Korasoon deems it important to impress upon the Colony that they are still among the same waters. As it worked so well for the Meadows, he puts his support behind a local governor to oversee the region. Joontar Feleez is eager to do a good job, if only the Colony will accept them.


    Non-Actions:
    • PRS Monument, 5-Rounds (3/5): The Cloud Observatory within Ezcorher (Region 138) finally starts to be built high atop Dounpor's mountain, mostly above the waves. This is considerably easier with the new Merchant caste bringing in new materials for construction purposes. The Barnacle Glue that many within the Gotezhar workers find so fascinating is an excellent adhesive, both above and below the waves. It makes joining the brickwork that the Workers enjoy using as their primary building blocks a lot more reliable. Once the bricks have dried in the sun, they are lain down, one after another, in alternating patterns, and slathered with Barnacle Glue to create a new water-tight layer of stonework. Profundus Sohizo, leader of the Committee that oversees the construction, is almost always on site in order to ensure that the plans for development are being followed. The brick laying is work that the Gotezhar are used to, so even though the Cloud Observatory is a much more monumental undertaking - large enough that many Profudus may be inside at the same time! - it proceeds smoothly. More so, as the Barnacle Glue (quite literally) holds things together and has many Gotezhar workers volunteering to build the Observatory just to have the chance to use it. The rest of the Committee begins to turn it's attention to the more difficult part... creating some way to better be able to gaze at the Clouds! Perhaps something to do with Razorglass...
    • Profundus Korasoon has accepted the value of 'merchants' as this new caste of workers secure a deal where Ezcorher receives a single shipment of Barnacle Glue. This proves to greatly aid in construction efforts. (Accept one round of Barnacle Glue from SKR as a non-action via Trade Route)
    • Accept Anoxic Adaptation tech from Costa Seria
    • Support Conversion of HS 3 to Flowing Way (+2)
    • Neritic Manuals
      Spoiler: Meadows Architecture
      Show
      The Meadows of Elyan'dan are - compared to other nearby regions - shallow waters, and are dense with plant life. The Mer of the Meadows live in harmony with this plant life, using it for food, clothing, and even buildings. Entire swaths of seaweed are weaved together into large squares mats, that are themselves stacked on each other to create thinner or thicker mats. History states that the original creator of this technique was a Mer by the name of Tata'mi, so in his honor, these are called Tatami Mats. They are primarily utilized for floors and walls, and more clever Mer builders have created divots within various wall sections to allow for the creation of sliding doors or windows.

      The base structures of the homes the Tatami Mats are built upon are often a mixture of carefully carved stone pillars and strong ropes made of Giant Lily roots; another populace plant within the region. The Giant Lily is grown over many decades, and it's many petals serve as clothing for the Mer of the region, it's stalk and leaves are food for the local fauna, and it's roots are where the locals can find Clam Vine snails... but when they do not find them fast enough (normally several months), the Giant Lily will be severed from it's roots and begin to float towards the waves. What remains of it's roots can be harvested to create the ropes needed to lash together pillars and Tatami Mats. Alternatively, an aging and dying Giant Lily can also be harvested early, or in times of recovery from strife, Giant Lily seeds are carefully harvested from - and subsequently spread - all over the region before the local governance will allow a carefully controlled felling of select Giant Lilies to build more homes.

      The largest petals of these already (as named) Giant Lilies are carefully cultivated to serve as pieces of roofing for Elyan'dan housing. Overall, this creates homes that almost blend in with the natural wildlife. They have a certain subtle beauty to them that even the Gotezhar of Ezcorher have come to appreciate.


    Spoiler: News and Rumors
    Show

    • The Gotezhar barely even know what 'royalty' is, yet there appears to be some kind of "Queen Esenam" that wishes them harm. Profundus Korasoon is seen in Kashowira Reef, speaking with the visiting missionary chaplain, Luc d'Espoir. While this causes a stir among the Afluente faithful, the rumor is that the Profundus was not there to discuss matters of faith... Queen Esenam's name apparently is mentioned. Loudly. Angrily. More than once.



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 7 10 5 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 2 0 0 0
    End of round 4 1 0 1 0 0
    End of round 5 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Econ +1 Diplomacy


    Spoiler: Book Keeping
    Show

    Units: (6 / 8)
    General(s):
    - Squall Essensio (Mil 10) [Aim For the Storm’s Center: -6 to enemy leader loss roll, -20% to enemy losses]
    Fortresses: Sublime Fortress, Region 138

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)

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

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Last edited by Gengy; 2022-06-11 at 11:27 AM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  15. - Top - End - #135
    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 Trade Post (Inkfang Worms, 70, TP2)
    [Economy]Buyout Trade Post (Edible Algae, 69, TP3)
    The demands and desires of their new trade associates are not to be ignored. Enterprising Drifts venture far in search of goods that will satisfy demand, even venturing into dangerous waters dominant by the Cthonian shark-men.
    [Diplomacy]Sway Faction (Merchants, 65)(Spend 1 Treasure)
    Although rebuffed once before, the Pepsins soon return to the south, this time offering a rust-red dye created by mixing crushed pumice with fish oil. Their Drift-Elder and translator speak eloquently of the potential profit to be made by cooperating with Seatide.
    [Diplomacy]Establish Cultural Exchange with the Shifting Ennead
    By mutual agreement, Seatide and the Shifting Ennead agree to establish embassies in each other's territory for more regular diplomacy. In Seatide this takes the form of a plot of land on the edge of Deepdrift given to the Ennead to develop their embassy as they wish, with assurances that their ambassadors will be free from harassment. The Seatide embassy in Ennead lands takes the form of a great tent and small grazing area where the envoy (a Driftmate of the current Judge) and his attendants live.
    [Military]Raise 1 Unit
    While Judge Shimmering Turquoise has great hopes that peace with the Shark-Men might be achieved (and that they might become rational, paying customers), he nonetheless orders the recruitment of more Sting-Warriors for the Confederacy. In the event that negotiations fall through, the Confederacy must be able to contribute its own forces.[/LIST]
    [/spoiler][/INDENT]

    Non-Actions:
    Support Shifting Ennead buyout in region 74

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=245

    Spoiler: Description of Pepsin Herd Animals
    Show
    As nomadic pastoralists, the Pepsins' lives are closely tied to the many creatures that help them survive and thrive. In an effort to contribute to the organization's project, Judge Shimmering Turquoise has has a young scribe compile descriptions of the various species commonly seen in Pepsin Drifts.

    The Bluefish: Bluefish are a species of arctic fish related to the Herring, known particularly for their streaked blue-grey coloration. They are highly omnivorous and will eat anything from plankton to small crustaceans. Perhaps most notably, the Bluefin has a specialized gland that produces a unique antifreeze oil. This oil makes the Bluefish almost completely immune to cold and ice - Bluefish can literally be frozen solid and thawed out, and survive! Their expansive diet, strong schooling instincts and rapid breeding rate makes them an excellent herd animal. Pepsins will regularly travel to new grounds with schools of Bluefish, allowing them to forage the surrounding seas and spawn to increase their numbers. When a specific area is exhausted, the school will be culled of its older and weaker members, and the Pepsins will use their new stock as reserves while they seek out new feeding grounds for their schools. Pepsin do not merely make use of the Bluefish's meat, however. Every part of the fish is useful. The Bluefish's skin and scales can be treated to make leather, used in straps, adornments, and tents. Bones are crafted into knives, needles, toys, nails and other objects. The valuable antifreeze can be used as a preservative, medicinal tonic, or lubricant. Compared to their wild counterparts, domesticated bluefish are significantly larger, fatter, more docile, and more tolerant of towards changing environments and conditions. Most importantly, the antifreeze gland in domestic Bluefish is several times larger, producing enough oil to be extracted and used.

    Palejaks: Palejaks, pale-jaws, or Whitemouths, are enormous sharks the Pepsin use as freight carriers. These sharks can live for almost 60 years if properly cared for, reaching maturity after 6-10. Palejaks routinely reach 8 meters in length, with grey hides speckled in white. The sharks are filter-feeders that subsist off plankton and detritus they inhale through their enormous mouths as they swim, and while lethargic, they have immense strength. Palejaks are immensely important to a Drift: their immense strength and size makes them perfect beasts of burden. When a Drift pulls up stakes, they can strap hundreds of pounds of tent and supplies onto the beasts. When a camp is pitched, the beasts can be used for hauling trade goods to market, following remote fish schools, or simply allowed to feed in the open water. The Domestic sharks are generally smarter and more energetic than their wild counterparts, mature faster and live longer.

    The Lasquid: Essential to the herding of any school of fish is the Lasquid or lampsquid. These extremely intelligent cephalopohave highly sensitive eyes that are capable of picking up even the smallest hints of light in the dark, and are naturally bioluminescent. Wild Lasquid are night-hunters that pick off schools of fish in the dark and use their bioluminescent for both camouflage and communication. These traits make the domestic variants extremely useful to Pepsins, since they can easily learn light-signals and respond to Pepsin signals in kind. They naturally hunt in packs and have a natural instinct for manipulating schools of fish. Most Lasquids are 3 and a half to 4 feet in length and can live 35 to 45 years, but careful breeding has seen the emergence of significant variation. Pepsin drifts use Lasquids to herd and protect their schools of fish. The Squids are trained to recognize various colors and signals, and can be directed to round up or direct the school by a skilled "Schooler" Pepsin. They also act as scouts and protectors for the Drift: they will instinctively patrol around a Drift's camp, and quickly raise an alarm at the approach of danger or the unknown. A usual drift will thus keep a small pack of these Squids around; They are fed the organs and detritus from harvested fish, or are allowed to hunt and forage for larger sealife and parasites that the Bluefish can't eat.

    Lanternfish: The herding and cultivation of Lanternfish is far older than the Bluefin, representing a holdout of the Pepsin's deep-sea origins. Several old stories and schools specifically describe the "Luminescent schools" the Lanternfish create in the depths. These fish are rounded and narrow, with bulbous eyes and bioluminescent organs. They will generally eat small plankton and marine snow - the detritus of other creatures. Compared to Bluefish, they provide less meat and are less resistant to extreme cold, so many Drifts have moved away from herding them. However, they breed extremely quickly and are supremely adapted for deep, dark waters, especially those with little oxygen. Thanks to these factors, they have held on as a viable, if secondary, livestock option. No wild versions of the Lanternfish are currently known of - it is believed that their progenitor species originates somewhere in the depths of the Pepsin homeland.

    Goutfish: Goutfish are a foul, lumpy fish that looks like a mishapen tumor. They are bottom-feeders that dig into the substrate and eat crabs, detritus and other bottom-feeders. Goutfish are universally considered foul and unpleasant to herd, being relegated to poorer or lower-class drifts because of the difficulty. The fish are covered in a slimy mucus that makes them difficult to grip, and have sharp dorsal spikes that can punish a poorly-aimed grab. Eating the fish is a pain: they are toxic unless processed correctly, and full of bones that must carefully be picked out. They are also extremely stupid and need careful guidance to avoid things like floating nets or pieces of cloth. Despite all of this, there are some solid economic reasons to herd Goutfish: their mucus can be used as a warpaint that turns away blows and seals wounds, or as a healing salve. The fish lay enormous numbers of eggs during spawning season; by collecting the roe, herders can get a steady food supply from the fish without having to cull the school. Lumpfish also eat a different food than Palejaks and Bluefins, so they can be raised in different environments, or kept alongside other livestock without competing for limited resources.


    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 7 (+1)
    Military: 3
    Economy: 10
    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)] Support
    [Bluefish Antifreeze, Seatide (79, TP2)] Support
    [Bluefish Antifreeze, Seatide (79, TP3)] Support
    [Gravelglass (68, TP1)]
    [Untalented Crab (65, TP1)]
    [Rust-Veined Pumice (73, TP3)]
    [Magnetic Sand (75. TP1)] Support
    [Firefly Squid (74, TP1)] Support
    ETP Total: 13

    Treasure: 3 (+2 / Turn)

    Factional Support:
    Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)
    (74) - Merchant
    (75) - Merchant
    (52) - Merchant (Supply Firefly Squid)

    Diplomacy:
    Trade Route with the Gravetenders

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Last edited by Talis; 2022-06-13 at 05:26 PM.

  16. - Top - End - #136
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 5

    Spoiler: Tropical
    Show
    If the local majority does not align with the region’s state faith by next round, the clerical support in region 21 will become Unruly.

    Unruly merchants attempt to Undermine the Aristocratic support in region 14!


    Spoiler: Polar
    Show
    The mercantile support in region 76 is in danger of becoming Unruly if it is not supplied with their Desired Import by next round.

    Unruly merchants attempt to Undermine the Aristocratic support in region 67!

    Unruly merchants attempt to Undermine the Aristocratic support in region 69!


    Spoiler: Temperate
    Show
    Nothing this round…
    Avatar by Sniper Jo!

    Played as New Bhule in Empire!4
    Played as the Rothuun Galactic Hegemony in Empire!5
    Played as the United Blemmyae Tribes in Empire!6

  17. - Top - End - #137
    Dwarf in the Playground
     
    Frostwander's Avatar

    Join Date
    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia
    Region 134
    Turn 5
    Spoiler: News and Rumors
    Show
    Pending


    Actions:

    1) [Diplomacy] Special 5: Establish Cultural Exchange with the Cyphiri Union
    Following the events of the Carnival, the leaders of the Costa and those they represent are most impressed with the visitors from the Cyphiri Union, and arrange outreaches to ensure further interactions between their people.

    2) [Diplomacy] Sway Merchant Faction - Region 130 (Roll: 20 - Success)

    3) [Economy] Buyout Trading Post: Region 97 TP 1 (Roll: 17 - Success)
    Efforts continue, despite setbacks, to expand the trade network of the costa. An new opportunity is seen in recovering access to some of the production left behind by the Tritaol Republic, reaching out to those survivors left behind from in the reforming and survival of Palacia.

    4) [Military] Train with the Abyssal Stewards - Drums In The Deep
    Illdo Loura surges at the chance to host a group of the Stewards in Cadid Santuario, to help the newly formed militia. While many among the sereia have viewed her appointment as a token offer of inclusion to the Loura costa, those working with the volunteer force have found little lacking in her efforts or growing capability. She keeps the recruits to a rigorous training schedule, accomplishing improvements in half the time expected.

    5) [Faith] Convert Holy Site - Region 97 HS 1 to Brilhinte (Roll: 13 - Success)
    News of exploration is always of some interest to the Costa, but the recent discoveries by the Lux-Glossian Shades to the south has created a particularly strong ripple among the populace of Palacia. The Temple of Jurxo rediscovered! The vivid description of the area leaves no question this is the lost shrine and grounds once dedicated to the God of Soil.

    Priest Havardr Perna arranges an excursion of the faithful to travel to the region. While his age keeps him in Cadid Santuario, the volunteers led by his granddaughter Earlee set out to rehabilitate the temple grounds.


    Non-actions:
    What secrets hold the Deep?
    Give Anoxic Adaptation tech to the Gotezhar, in exchange for future favors (Cultural exchange).
    Spend 1 Treasure on Sway Merchant action.


    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 6; Military 3; Economy 10; Faith 3; Intrigue 6)
    End-of-turn increase: Diplomacy +1, Military +1
    New Leader next turn: No

    Generals:
    Spies: Veruha Mascerena (Intrigue 7)

    Other: Gaspar Peixoto, Business Counsel; Illdo Loura, Militia Commander; Rain Loura, Venture Financier; Havardr Perna, Priest of Desderia

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar

    Spoiler: Resources
    Show
    Units: Sereia Militia x1
    Treasure: 3
    Reputation: ABS (1); CCA (0); DNA (0); PRS (2)
    Favors:
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Effective Trading Posts 10 (2 income):
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Dendrotoxin - 133 Merchant Support (No TPs)
    > Giantsbane Seeds - 114 TP3
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2
    > Plankton - 124 TP2 & Merchant Support
    > 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, Anoxic Adaptation
    Last edited by Frostwander; 2022-06-11 at 04:41 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

  18. - Top - End - #138
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
    Location
    Finland
    Gender
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    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Turn 5


    Rham, the Frozen King

    Diplomacy - 6, Military - 8, Economy - 6, Faith - 2, Intrigue - 1

    Actions:

    1. [Military] Raise a Unit

    2. [Military] Raise a Unit

    3. [Military] Drums In The Deep - training with Abyssal Stewards
    - Grudgingly impressed by the tenacity of local defenders and realizing their need to prepare for the storms ahead to fulfill their promise to protect their neighbors, the armies of Hegemony seek the aid of Abyssal Stewards to bolster their training. As new units are raised to replace those lost in the brief but intense clash, the Frozen King is often seen in company of the members of the mysterious organization, his manner more stern and worried than it has ever been... but also more prepared for the threats to come.

    4. [Economy] Cooperate in the creation of the Genus Taxonomia Gelidum Mare
    - In addition to their contribution of knowledge in the Nacres' efforts, the Hegemony surprises some by also providing considerable financial relief for the project, allowing it to advance further and faster.

    5. [Economy] Buyout trading post 2 in 77 (also Assist my own attempt)(Roll: Success)
    - As even the slight wars have a tendency to become economically taxing, the Hegemony spends some time increasing the production of its unique trading good.

    Non-actions:

    A. Continue construction of a monument: Rimestone Statuary (5-part project)(3/5)

    Spoiler: With foundations laid, monuments are carved
    Show
    The solid foundations for Rimestone Statuary have finally been built, and with that the artisans of Nathi are allowed free rein over the slabs of hallowed Rimestone anf other, less prominent rock and metal of varying colors. While the artistry of this formerly more reclusive people has always held a certain sense of dour grandeur, the continued contact with variety of races has raised some more colorful and varied pieces of art into public view. The majority of the statuary will likely be of more traditional design regardless, but the change is certainly noticeable in their work.

    The statues are not the only project taking up time of the artisans, smoothed-out, wall-like slabs of stone being meticulously carved with tales of the people, the grandest of myths...and of some more recent developments still, a full wall worth of space dedicated to the names of the most notable heroes to fall in the brief war between the Hegemony and their neighboring region. While not that large, being first of its kind, this show of patriotic pride is unlikely to be the last either... depending on which sort of future the growing nation will be aiming for.

    At the very center of the statuary is one massive monolith of stone, from which the very finest stonecutters are gradually creating the dedication to Frozen King Rham himself. It is a vanity project, but in eyes of many the reigning monarch has earned the accolade fairly. Regardless, the project is demanding, and with slightly uncertain twists and turns of late years having left the King's image more contentious, he will no doubt be happy to see this task done before his rulership will inevitably reach its end.

    B. Cooperate in the creation of the Songline of the Frozen Seas
    - While Path of Banners has suffered as bitter sting of defeat as their Exarch has been caught by an enemy he should have by all rights crushed effortlessly, the news of events has spread wide among the people... and acting fast, the Frozen King has turned the situation around. A stalemate that has still allowed them to secure the future of their civilization, but also a discovery of settlements with warrior spirit fierce enough to challenge their own! With the negotiations for the future of the territory still ongoing, many have taken to singing the tale of the defending chieftain and her ragtag band.

    Spoiler: The Tale of Rayn
    Show
    It was a land like many others, a territory in midst of the Empires grand. They had little but small villages, communities of races all 'round who had sough peace from the bustle of those grander places, and in the middle of these common folk was a chief named Rayn. Arising from origins of nothing at all and spending her days tending to fish-herds under most circumstances, she regardless had the heart of a warrior under her carapace... one that has had experiences in skirmishes and hunts before taking up the simpler life with simpler folk. Still, even if she lacked the banners and parades, Rayn's prowess was known by her people, her chieftainship of this close-knit community assured by the merit of her skills.

    The wisdom of that decision was doubly proven as we came to test their mettle to secure the safety of our lands. It was to be a crushing victory for our hardened legions, and no doubt the prospect of facing our armies was a daunting one for the locals as well. But they rallied as irregulars behind their Chief, and whereas the glorious Exarch of Banners was willing to accept casualties, Rayn was experienced in matters of such strategy.

    But to her, every soldier was a neighbor, friend or associate. She was not about to throw away lives, but rather entrust hers onto them to show she was worthy of such a gesture being reciprocated. And her people, much like ours, did such a deed for their commander without hesitation, for she was worthy of their sacrifice.

    Our legions arrived and began to crush the irregulars as expected, but Rayn had a grander goal in mind that simple retreat. Should we defeat and claim her home, she would exact vengeance and claim something precious of ours in turn: General Kreel, her ultimate foe. And in the middle of the battle, the approach of Exarch of Banners cost him, his forces unprepared for the furious counter-attack of common people defending their homes! The charge of the irregulars that tore into our lines to lay out the General was a tale of group of heroes, each one a warrior worthy of respect despite their origins! Some fell, but the tally they extracted from our legions was enough to make even the veterans quake: it was as if deities had suddenly shifted their favor.

    Thus, as the Chief offered us terms, what was there left to do but to accept? Such heroism from one of our kind, of the Hegemony or not, would be enough to elevate them in eyes of any but the most black-hearted charlatan. Thus, Rayn the Unbent kept her place as Chief of her people... for to further test her would have no doubt only ended in ruin of us all.

    C. Cooperate in the creation of the Genus Taxonomia Gelidum Mare
    - Continuing their efforts to earn the favor of the organizations all around, the Hegemony collects and provides a more humble report of one of the local species that often finds itself at the end of a fisher's spear.

    Spoiler: Catch of the day: Tarfish
    Show
    One of the more humble denizens of waters around Glacier Crag, the Tarfish is one of the traditional target of young or desperate hunters due to its unique qualities. Slow, large and not particularly bright, this dark-scaled bottom feeder can be found in ample quantities close to the seafloor, scavenging around for morsels... and can be downed with remarkable ease with a thrown spear, or even caught up to by a somewhat quicker Nathi hunter and gutted for an easy kill.

    Of course, it is after killing one that most new hunters discover why the species hasn't already been hunted extinct despite their status as an inanely easy catch.

    The Tarfish have large layer of tar-like substance between their scales and organs, and upon a fatal injury have the tendency to saturate the water around themselves with it. Not only is this messy, but the substance has bad habit of clogging up gills and even sticking passing creatures or unlucky hunters to surfaces where they are easy catches in turn. Adding in the fact that the meat of these large scavengers is not particularly tasty either, and their variety of deterrents has managed to keep this frustrating species alive despite their lack of outstanding abilities at arctic survival, outside the ability to remain extremely well-warmed despite the frigid waters.

    Although not aggressive by themselves, the Tarfish have become a major pest, and Hegemony only ever has so many hunters to space. As such the Nathi have taken to seeking out the dwindling numbers of Tarfish's natural predator, Nodae (or the Deadwater Eel as they are known to Gravetenders), in long journeys to Gravetender territories. As both of the two species seem to have unpleasant effects on local ecosystem if left unchecked, this project has quickly become a shared interest of both nations.

    D. Sign PRS pledge with The Nathi Chief Rayn to free General Kreel (Stipulations: KNH will not try to Sway or Impress the Aristocratic support node of region 75, but are allowed a roll to Oppose anyone else trying to Sway them)

    E. Aid the Gravetenders in their conversion of holy site 1 in region 75


    Leader improvements from turn 5:

    +2 Military, +1 Economy

    Leader stats for turn 6:

    Diplomacy - 6
    Military - 10
    Economy - 7
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-06-13 at 08:46 AM.

  19. - Top - End - #139
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 5

    Laksha
    Diplomacy - 5 || Military - 4 || Economy - 6 || Faith - 7 || Intrigue - 3

    Actions:

    1: [Faith] Attempt conversion of Holy Site 1 in region 75.
    Regardless of the general uncertainty about Kar-Nath's military activities, the Gravetenders of the Blossoming Sequence move in without much hesitation. Sersi particularly is of the opinion that this is the best time to spread their understanding.

    2: [Faith] Begin construction of the Blossoming Icons
    The project begins with a simple need. The Gravetenders of the Blossoming Sequence wish to speak and learn from the many peoples of the polar ocean. Yet, their very nature limits their own travels. No Gravetender travels alone, and no Gravetender travels without working with the support structure that portions out the Reliquaries. But, set to the task of finding another way, one Gravetender asks if perhaps, projecting their voices will serve the same purpose. The golems know well of the strange resonance that binds them to their makers, and perhaps something can be made of that. Sersi and Laksha, after intense discussion, set Kelusyn to investigating deeper, and provide them with everything they ask for.

    3: [Economy] Contribute action to Genus Taxonomia Gelidum Mare.
    Having already contributed an entry, the Gravetenders of a scientific persuasion are more than willing to contribute their personal wealth. Laksha encourages this among her people, and the resources dedicated to the Genus Taxonomia Gelidum Mare grow.

    4: [Economy] Contribute action to Genus Taxonomia Gelidum Mare.
    With Laksha's support, Bastion flexes its newfound wealth, providing even more to the Divine Nacres.

    5: [Military x2] Drums In The Deep: Train with the Abyssal Stewards.
    Sersi gathers up the relative handful of warriors that she has trained, and marches them out to the Abyssal Stewards, ready for training. Their dedication to the art of war cannot be understated. Gravetender warriors are few in number, but astonishingly effective in battle.


    Non-Actions:
    Continue to host the Reef In Bloom.
    As usual, the cultural exchange of the Reef In Bloom resumes every year, fresh invitations sent out to every nation... except, for once, the Shifting Ennead.

    Contribute entry to the Genus Taxonomia Gelidum Mare.
    Nodae
    [Gravetender name: Deadwater Eel]
    While tarfish are a common scavenger in Kar-Nath, their natural predators, Nodae eels (plural: Nodii) have become less so since the fall of the Makers. This variety of eel fills its burrow with a natural oil, which protects it from the sticky tar of the tarfish. In the past, Nodii kept the tarfish population in check, a task which now falls to the Nathi.
    In recent centuries however, Nodii are less and less common in Nathi waters, migrating northwards into the Dead Cities. It seems they have become scavengers themselves, using their oil to find their way deep into Maker structures in order to feed on the bodies and ward off other scavengers. Fall Blossoms in particular find Nodae oil extremely unpleasant.
    In addition, Nodii have been discovered to nest in astonishing numbers within Maker architecture, making them a major obstacle to Gravetender excavation crews. These large, collective nests spread significantly more Nodii oil, which has the unfortunate side effect of making the nearby waters less suitable to any other form of life. Thus, the name the Gravetenders have given them, Deadwater Eels.
    Attempts to cull the population into something more manageable have been ongoing since before the Gravetenders formally organized. In recent years, they have taken to aiding Kar-Nath in luring Nodii back to their former habitat.


    Contribute Entry to the Songline of the Frozen Seas.
    Gravetender stories are of a strange make. Some are Maker tales, translated and preserved. Others are new ideas, brought from the minds of creative Gravetenders. A young people, they lack a number of myths common to most species. Still, Laksha sends out a call for stories for the Songline. What is sent now is sort of poetry, of the various dead cities of their waters... and now, their new city Pardalis.
    Spoiler: Excerpts from a collection of Gravetender City Poems.
    Show

    Standing tall over the rift, a beacon of our enlightenment.
    Forged by the hands of Maker Animus, it clings tight to the cliffside.
    No current may claim our city, Chantrieri.

    Our home streaked through with light, solar beauty enshrined.
    Forged by the hands of Maker Mirai, and held up to the shining surface.
    All may bask in Urodela’s crystalline glow.

    We gather here, reverence in our Silver, to mourn.
    Forged by the hands of Maker Nascen, and set deep in stone halls.
    Our pillar of understanding, Tacca’s heart.

    Grasp exceeding itself, reaching ever outwards.
    Forged by the hands of Maker Selvine, it bears the seeds of life.
    Foundation of the Makers’ reach, Lymnaea.

    A border’s marking, bridge into Bastion.
    Forged by the hands of Maker Nascen, illuminated by its reef.
    Blessings to what was our furthermost home, Ornata.

    Something blossoms wide, a new foundation.
    Built only by our own hands, by Laksha and Sersi the Pale.
    The first new city, Pardalis of Bastion.




    Spoiler: Stat Changes
    Show


    Stats for next round:
    Military: 4>5
    Economy: 6>7
    Faith: 7>8

    Diplomacy - 5
    Military - 5
    Economy - 7
    Faith - 8
    Intrigue - 3

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used: Faith 5, Economy 5, Diplomacy 5

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

    Cultural Exchanges
    Deep Blue
    The Shifting Ennead

    Cultural Identities
    None

    Spoiler: Military
    Show
    Units: 2 (Expected Change: None)

    Aristocratic Support
    78, 76

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

    Spoiler: Economy
    Show
    Treasure: 0 (Expected Change: None)

    Trade Posts
    Total Owned 1
    78.1 – Preserved Food
    76.2 – Electrum

    Mercantile Support
    78, 76

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    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.

    Spoiler: Faith
    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.
    A Study Of War: A battlefield of the Makers, significant now to the Gravetenders as where they made their first steps to understanding violence.
    The Rime Gorge: The Rime Gorge, and the ritual it represents, is of great interest to the Blossoming Sequence. Many die, and those few that survive flourish with power.

    Clerical Support
    78, 76

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    None

    Miracles
    None

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration

    Last edited by Autumn Stars; 2022-06-11 at 03:48 PM.

  20. - Top - End - #140
    Orc in the Playground
     
    D&D_Fan's Avatar

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    Nov 2019
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    Laniakea Supercluster
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Otterian Supremacy Round 5

    Add stats?

    Actions:
    Conversion
    Conversion
    Obtain Aristocratic Support
    Obtain Aristocratic Support
    Raise Unit
    Lore:

    "Something about the glory of Otters." - Duke Squigglebottom Hamburger, proud Otterian Citizen

    "I love sacrificing animals to my own greatness." - Jerome Pastrami, Death Priest

    "wenomechainsama tumajarbisaun wifenlooof eselifterbraun" - Calvin Harris, not an otter


    , +1 FAI
    Last edited by D&D_Fan; 2022-06-09 at 09:50 PM.

  21. - Top - End - #141
    Barbarian in the Playground
     
    Rolepgeek's Avatar

    Join Date
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    Maine
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 5


    [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.


    [Action - Military] Impress Aristocracy in The Emerald Tidelands (124) for PGL - Though interested in a Smoking Garden in the Emerald Tidelands, the Abyssal Stewards owe much to the Pfilghol - too much, in fact, for the comfort of the Grandmasters, who seek to repay some of that debt first. Now, with the assistance of Commander Roland the Small, they believe they’ve found just the thing.

    [Offer] Drums In The Deep - When the expedition group returns from the Maw, climbing and scraping, they return minus a third of those who first descended, their shells bearing the signs of injury, sickness, and worse. Shortly after they make their report to the Grandmasters of Gan Migdalim in Hym, the smoke pouring from every Garden begins to billow thicker, darker, hotter. Much as the world’s countries have been roused to address matters outside their lands, the Titans begin to wake. Preparations must be made. The world must be made ready before they arrive.

    (Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

    [Opportunity] Heat Follows Light - Survival requires knowledge - knowledge regarding threats, knowledge regarding craft, knowledge regarding organization, but perhaps most of all, knowledge regarding the environment. In the frigid waters of the polar seas, this knowledge is crucial - and at present, held by few. This should change.

    (Opportunity: The Abyssal Stewards would like to know more about the areas surrounding the Polar zone. Reward: First Place: The services of Marshal Adaya shel-Girum ban-Liav. Second Place: 2 Units. Third Place: 1 Treasure. Cost: No direct cost. Deadline: End of round 10. Details: Winner is determined by the number of regions Explored, Prospected, or written up during the contest period; glacial regions count twice. Bounty of the Depths does not count towards the number of regions a country has Prospected. The Mantle of Warmth offer has been extended until the end of round 10.)

    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 3 times. 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).
    )

    (Offer: The Abyssal Stewards are selling means of countering extreme cold to Polar powers! 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 10. Details: Spending Treasure on Mantle of Warmth does not preclude spending Treasure to increase the roll bonus.)

    (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: 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.)

    (Task: Cooperate in the creation of the Neritic Manuals. Available to Temperate zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 7. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 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.)


    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.


    Missed previously: GTZ gained a CCA Favor from contributing an entry to the Songline of Broken Seas.

    Arriving at Archvast Reef atop a truly massive Reefback, eyes cloudy with age, an ensemble of Chorans presents themselves to the leadership of the Protected Statera, the colony known as Magnus Orator. All bear the marks of age, but they speak as one as they explain the privilege and responsibility they now gift the Statera - custodianship of the Bell of Resolution. The Bell is massive and splendid, glittering with a myriad of colors across what would otherwise be a dull bronze-colored surface, and from below it seems to amplify and harmonize the sounds of everything nearby. They speak also of an ancient ceremony that Magnus Orator might now replicate, if they wished to prove themselves worthy of gifts greater still…
    Foremost among all in the eyes of the Chelonian Chora, Magnus Orator has attracted the attention of the Chora’s most reclusive members - the Songsages, who bring with them the Bell of Resolution. While Magnus Orator retains the Bell of Resolution, possesses a Specialized Ship, and has access to a Wastes region, they may embark on a sacred journey to Wander The Wastes by taking a unique Faith, Military, or Intrigue action. While undergoing this journey, Magnus Orator may roll the relevant attribute against TN 14 to properly navigate an ancient Songline, impressing the Songsages and earning the right to be taught a verse of the All-Song.

    [Request] Ask for the establishment of a Reefback Nursery in the south-west of the Broken Seas - In the wake of the Reaver attacks, and the news they’ve heard from the Abyssal Stewards regarding the Titans, the Chelonian Chora hope for…while they wouldn’t use the term redundancy, it doesn’t appear too far off…

    (Request: Construct a Reefback Nursery in 100, 102, 103, 131, 132, 133, 134, or 135. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)

    [Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas - In the wake of the Reaver attacks, and the news they’ve heard from the Abyssal Stewards regarding the Titans, the Chelonian Chora hope for…while they wouldn’t use the term redundancy, it doesn’t appear too far off…

    (Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)

    [Circumstance] Construction Boom - The Chora’s convoys buzz with a vigor and activity never before seen, turning Nurseries into veritable hubs of economic activity able to outpace anything nearby for months at a time. One major benefit of this activity is an abundance of labor and materials, the impacts of which ripples far beyond just the local area surrounding the Nurseries.

    (Circumstance: Easy supplies of materials and labor are available in a broader area! Benefit: The Reefback Nursery Base Bonus applies to adjacent regions as well. Penalty: None. Duration: Until the end of Round 7. Details: Projects undertaken by countries with a CCA Reputation Rank of -1 or lower do not benefit from this. )

    Spoiler: Ongoing
    Show
    (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.)

    (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 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: 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.)

    (Request: Construct a Chelonian Chora Base (Reefback Nursery) in 70, 71, 72, or 73. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 6. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)

    (Task: Cooperate in the creation of the Songline of the Frozen Seas. Available to Polar zone countries only. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Manuals. 1 Favor earned for spending a Faith action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    (Request: Pay off Favor debt by providing certain trading posts! Reward: +1 Favor per Trading Post; max +1 Favor for non-debtors. Penalty: -1 Reputation for DRG, FAY, GRV, GTZ, LUX, and SKR if they do not pay off their Favor debt by the deadline. Deadline: End of Round 7. Details: Non-action to gift Trading Posts. Eligible trading posts will be for finished goods, skilled laborers, or high-value, low-volume raw materials.)


    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.


    [Circumstance] Project Anastasia Resumes [3/?] - As the borders of the known world shift ever outwards, the nature of Project Anastasia slowly becomes more clear - something related to ecological shifts on a large scale, if the activities beneath the city-spheres are any indication. Though halted temporarily by the Reaver attacks, it appears the Divine Nacres once more feel comfortable enough to continue.

    (Circumstance: Unknown. Benefit: Unknown. Penalty: Unknown. Duration: 5 Total Actions Details: Unknown.)

    [Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] - A systematic effort to catalog the extant species of the known world remains ongoing for the Divine Nacres - and the massive range of biodiversity within the tropics of the world merit considerable effort if their work is to be thorough. Given the reduced mobility of the city-spheres in those waters while repairs are conducted, it seems an opportune time to begin collating information regarding the area’s life, in all the myriad forms it takes. The aid of local civilizations is still quite helpful, as the propensity of local storms in conjunction with the sheer breadth of the task they now undertake is sure to mean that many of the more elusive fauna and flora will have escaped their notice.

    (Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. 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 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    [Action - Intrigue] Hunting The Hunters - While the Nacres in the tropics recuperate from the assaults of the Reavers, their kin elsewhere analyze the wealth of captured data, analyzing the results and updating their own defensive strategies. In the Reavers’ wake follow strange-finned creatures, skin the same iridescent material that the Divine Nacres’ pearl-cities are coated in, swimming through the air as easily as a shark through water. Many of them will die, cut down from afar, though others will find their prey, crushing them in a spray of blood and metal. The carcasses of both are quickly consumed by the familiar scourshrimp and swallowsharks of the Nacres - two key elements in the suite of scavenging and cleaning organisms which help make sure their biotechnology remains solely theirs so long as they wish it to remain so.

    Below the waves, given time, the scattered testimonies and disjointed reports of survivors can be aggregated into a cohesive whole, granting those countries which suffered at the hands of the Reavers a fuller picture of the events that transpired, however murky or incomplete.

    Spoiler: Reaving Reports
    Show
    They came like demons. The speed of their descent must be incredible - a series of blinding flashes and a droning shriek are all that presage their arrival before they are upon whatever defenses remain. Some have body-forms akin to Mer, though, by the accounts, larger and faster than any yet heard of. Some have the segmented bodies of crustaceans, though supposedly with a dozen claws - others, scores of tentacles. Many more have components of all of the above. The most dangerous, however, appear to be those with the shapes of the Nacres themselves. All bear weapons of varying lengths and levels of cruelty; some of these can be launched to strike at a distance, and judging by the dead, many sport painful toxins. Many of the survivors have been quite literally blinded by the intensity of the flashing brilliance that the raiders project even in the midst of combat, and they gather up people and goods in identical weighted nets launched from large tubes - which then seem to drag their victims to the surface without being touched by the Reavers themselves. Dubbed ‘eel-nets’ by some, they appear to stun anything touched by them, which may be part of why so few have escaped the clutches once ensnared.

    Other nets, far larger, slice to ribbons the flesh they touch as they blanket entire areas, wrapping around armor and shell and constricting until they find something soft enough to eviscerate. The few Reavers killed are, to a one, snatched up by their fellows as they pull back to the surface, sometimes in the same nets they use to try to ensnare their plunder. Their raids are always brief, and success seems to lie in minimizing the damage they can deal before they are forced to fall back to the surface. It is only once, in the waters north of Lojan, that they tarry overlong, and the beleaguered defenders are treated to a display of exactly why they so rarely dare to linger, as giant barrier lilies begin to bloom at the water’s surface. Before the waters become too dark to see, the locals can see as Reaver flesh begins to boil while they remain untouched, and from every side, the organic and inorganic arsenals of the Divine Nacres close in with ruthless, engineered efficiency. After that, there is only the smell of sulfur and death, the feeling of something just out of reach moving very quickly, and above all, the sound of ripping metal, tearing flesh, and screaming.


    Spoiler: Ongoing
    Show
    (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 Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.
    )

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

    (Request: The Divine Nacres are interested in seeing greater exploration of the Tropics! Reward: 1 Favor per Explored region. Maximum 3 Favors per country. 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 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.)

    (Taboo: The Divine Nacres request no permanent settlement be made in [region 81], religious or otherwise. Penalty: Reputation loss with DNA for Converting the Holy Site in or Colonizing region 81. Duration: Until the end of Round 10. Details: Temporary incursions to acquire Hatesheer Lilies are acceptable, though not recommended - Buyouts will not result in Reputation loss.)

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Tropical zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Tropical Zone. Penalty: None. Duration: Until the end of Round 6. Details: None.)


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


    From their position as Envy of the World, Profundus Karasoon now has access to an unparalleled opportunity among their neighbors - there is a rising sentiment among their people, proclaiming that the Gotezhar should follow in the footsteps of that first sorcerer, and create a legacy that shall survive the ravages of tide and time, demonstrating forever the glory and greatness of their civilization!
    GTZ may construct a World Wonder in Ezcorher (138)!
    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.

    [Strife] Big Fish In Small Ponds - As the mighty civilizations of the world grow in power and influence, so too do they grow in awareness. No longer are powers merely competing with unambitious neighbors by dint of proximity alone. Now, leaders and populaces must stand out against others who also seek the world stage, who have the resources to make such a competition both challenging and thrilling. As the scale of the stage grows, so too do the demands of the audience.

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

    [Distinction] The Politics Of Identity - With so many powers struggling to reach the top, it is far from difficult for a civilization to be lost in the shuffle. Now, more than ever, it is those countries that can create for themselves a unique, specialized identity that will make themselves known. Here, like in all things, actions speak louder than words. What actions will then define these rising powers?

    (Opportunity: The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige. Duration: Until fulfilled. Special: None.)

    [Ignominy] Stigma, Scandal, and Shame - For those who would be seen as great and powerful, an audience of admirers and rivals alike watch for anything which might undermine the image of strength and prosperity. Expectations are high at the top, and disappointment can be as dangerous as humiliation.

    (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)


    Spoiler: Ongoing
    Show
    [Piety] Communion With The Divine - (Opportunity: Each country to use a Faith 5 Special Action to Organize their Faith will gain 1 Prestige. Duration: Until the end of Round 5. Special: None)

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

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

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

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

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

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

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

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

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

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

    Countries may declare an Ultimatum as a non-action. An Ultimatum is a declaration of commitment to a specific action or set of actions, with or without a set of conditions. At the end of the round the Ultimatum is made, it can no longer be changed - however, Ultimatums are usually crafted in response to a specific set of circumstances, and expire at the end of the third round after they were made. If a country that declares an Ultimatum fails to follow through, that country will lose 1 or more Prestige, depending on the severity of the lapsed Ultimatum and surrounding circumstances. Ultimatums cannot reduce a country to -3 Prestige. A country can only make one Ultimatum per turn.
    )
    Last edited by Rolepgeek; 2022-06-05 at 03:17 PM.
    Sincerely,
    Role P. Geek

  22. - Top - End - #142
    Ogre in the Playground
     
    HalflingPirate

    Join Date
    Dec 2016
    Location
    Back home
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions: Round 5

    Spoiler: Polar
    Show

    The Shark King
    Dip 4, Econ 2, Mil 9, Fai 6, Int 5
    Treasure: 1

    Diplomacy Migrate: The Shark King, his units, and the mobile TPs and HCs leave region 73 for Unknown waters at the end of round 5. DRG and SEN may each send a character to accompany the Shark King's host as a nonaction.

    The cold was getting on Darling's nerves, the locals were getting hostile, and they'd eaten almost all the tastiest fish anyway. These were the reasons that the Shark King gave to his nomads as he announced the plans for their imminent departure. Though the nomads could feel the sting of their empty bellies, there is still much grumbling that they're running away from a bunch of pathetic sedentary peoples.

    Before the nomads depart, messengers are sent to the Dragiau, as the closest friends of the Shark King, and the Ennead, as their worthiest rivals, inviting both nations to send a delegate each to accompany the Shark People on the long and perilous journey, and discover what it really means to be a nomad.


    Military Sack: Sack region 51 STC trade post 2 for Immortal Jellyfish. Distance penalty: -1. Roll 15

    Even as they prepare to leave, the Nomads' sharks still hunger for meat. One last raid ought to do it before they depart.

    Nonactions: Accept Cultural Exchange with Deep Blue.
    Worship of the Herring God continues, and Shark Riders make sacrifices and offerings to it in the hopes that their voyage will be blessed with many edible herring. Memory of personally meeting and talking with such a magnificent entity will not soon leave the minds of the nomads.

    Region 75

    Diplomacy Offer: In round 5, the Kar-Nath Hegemony may as a non-action sign a PRS Pledge not to sway or impress the Aristocratic support node of region 75. As long as this treaty remains in effect, the Hegemony may resist sway attempts on the node as if they owned it. If they agree, Geberal Kreel will be freed. If not, he will be executed.

    The Nathi Chief Rayn sends a messenger to the Frozen King bearing the cape of General Kreel and her ransom demand: that the Kar-Nath hegemony make a pledge not to interfere with the region's traditional institution of Chieftancy in region 75, allowing the traditional Chiefs their freedom and neither replacing them or requiring them to swear fealty to the Hegemony.

    The Congregation of the Scintillating Ceiling
    Bob, who Submits to the Currents
    Dip 2, Eco 2, Mil 4, Fai 8, Int 5

    Intrigue Undermine Support: Attempt to undermine Aristocratic Support node in Region 66. Roll 12
    Duchess Gloriane attempts to forestall the depopulation of her home (and her removal from power) by paying a series of visits to the remaining Mer Nobles, spreading fears about the Riftling’s intentions in the “seas-not-yet-dead.”

    Intrigue Promote Spy: Create a spy: Malcolm, who Disturbs the Patterns. Roll 8
    One day, as Bob was watching the patterns and noting their holy intricacies, he noticed a disturbance. A patch of thinner ice had been shifted as a lithe young mer fled from two women pursuing him. After apprehending the Rascal, Bob found that the disturbance was a classic case of hidden infidelity. What made it unusual was that the women were in fact twin sisters living in the same house, and the young Malcolm had been maintaining two distinct false identities to perform his charade. Reasoning that someone of these impressive skills and loose morals must have his uses, Bob sentences him to twenty years of service, hopefully to mostly be conducted far from the cathedral.
    Attribute increase: +1 Intrigue

    Spoiler: Temperate
    Show

    Region 127
    Diplomacy Offer: Until the start of round 10, The first nation that defeats Pfilgol, the Gothezar, or the Order of the Ironkelp in battle will receive a confederation claim on region 127 and two units. Normal marriage or confederation claims may not be established on region 127 until this offer is completed or expires. If a coalition defeats one of the mentioned nations, the coalition leader receives the reward. If multiple nations complete the objective separately but simultaneously the GM will decide rewards given.

    Surveying the realms of the Temperate Zone for possible allies, Queen Esenam sees that following the departure of the Kalan company, three nations have militaries of comparable size to her own. Still, she wants to see who has the chops to defeat another real army before committing to any allegiances.

    Military Build a Fortress in region 127.

    To further their already impressive defenses, Queen Esenam orders the construction of a fortress in her region, from which she can better eat oysters and safely observe the warfare going on in the rest of the temperate zone.



    Spoiler: Standing Offers and Crises
    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 66:
    Until the start of round 7:
    Only CSC and RFT may attempt to sway region 66’s Aristocratic support node.
    CSC gains a +2 bonus to sway region 66’s Aristocratic support node as long as it remains open.
    If CSC gains control of the Aristocratic support node they may attempt to oppress the Clerical and Mercantile support nodes as though they controlled the region.
    If RFT gains control of all three support nodes they may use an Intrigue action to spark a full people’s rebellion against the CSC lapdog Gloriane and her CSC allies.

    Region 127: Until the start of round 10, The first nation that defeats Pfilgol, the Gothezar, or the Order of the Ironkelp in battle will receive a confederation claim on region 127 and two units. Normal marriage or confederation claims may not be established on region 127 until this offer is completed or expires.
    Last edited by Potato_Priest; 2022-06-11 at 03:35 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.

  23. - Top - End - #143
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 5
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D8 ; M8 ; E4 ; F2 ; I3


    Actions
    1. DIP Sway Aristocrats in [74] SUCCESS!
      The new seas under Antenius' control are loosely aligned at best. The lack of support from the powerful people in the region is beginning to wear at the Prince's patience.
    2. DIP Establish Confederacy Claim in [68]] SUCCESS!
      The Prince, in a move largely considered risky and unnecessary, orders than Telian travel south to accomplish with power and influence what was first attempted with guile and promises. In Antenius' mind, the current ruler of the waters on the border of Danabae is taking far too long to die or abdicate.

    3. [MIL Raise Unit]
    4. [MIL Raise Unit] ----------pOLAR----------
      The new waters under the sway of the Princes can support new soldiers, and new soldiers are needed.
    5. [ECO Buyout TP1 in [74]] FAILURE!
      The Doflein clamor for more creature to draw grafts from. In a rare nod to necessity, the Prince gives permission for the merchants to draw from the resources of newly conquered seas.




    Non-Actions
    1. Submit First Mer to the Songline of the Frozen Seas
      Spoiler: First Mer
      Show
      With some effort, the Doflein are able to carefully remove a wall from the House of Silt and replace it with simple stone. This great structure, described below, is delivered to the Chelonian Chora.

      The wall of the House of Silt is made of a clean, white stone that nearly shimmers in the dappled lights of the seas. It is done in bas relief, a style intentionally chosen to lampoon the Doflein's never ending desire for additions to their own bodies. Where the nobles add until they are bloated, the Mer of Danabae carve back that which is unneeded to reveal what is important. The relief is also created in layers of depth as much as verticality, creating the illusion of shifting scenes as one views it from different angles.

      Beginning on the bottom of the wall, the artwork depicts a great, smooth stone jutting up from the seafloor. Plants grow around, but not upon, the structure, and the water is calm. Behind this, there are layers of stonework demonstrating the stone remaining unchanged for ages, presumable periods of time beyond the reckoning of mortal races.

      The next slice vertically, though, shows the first change. The monolith cracks, and the shards of stone fly into the seabed nearby leaving two great pieces upright near each other, almost twins. The smaller pieces, though, soon begin to change, rounded and carved by the currents.

      As the story continues on the next slice, the small shards begin to move. Their shapes are now nearly fishlike, with tails and fins and rounded bodies. The brutal waters of the sea chip away at the larger pieces, creating tunnels, outcroppings, and caves within. The moving stones nest here, forming a small community.

      As one's gaze moves up, these moving stones form small groups, families, and generations pass. Each sees the creatures growing smoother and more lifelike. As their numbers grow, their shape changes to accommodate new needs. Gripping fins and sharper teeth, larger bodies, and the ability to change more quickly all develop, until the Mer as we know them today swim freely in the waters surrounding the great stones - the Last Limites - creating full, rich lives for themselves.

      Hanging over the entire production, though, is a grasping, reach form. It is held in check by the efforts of a Mer that seems made entirely of cobbled-together dirt and stone, an Ur-Mer of low quality perhaps. An aura surrounds this Mer, and the eyes of the nearest Mer are drawn to her.

    2. Contribute the Callowfish to the Genus Taxonomia Gelidum Mare
      Spoiler: The Callowfish
      Show
      In a small alcove just outside The Crop in Danabae, there lives a particularly strange variety of creature. The Doflein have long since given up trying to categorize, or even understand, these fish given their peculiarities.

      You see, the Callowfish are a nearly infinitely varietal breed of animal. Their entire lifecycle takes less than twelve hours, from birth to consumption. They are also highly susceptible to mutation, and their relatively safe living space means that most mutations are carried on. A single generation of Callowfish might sport a finful of twins, but otherwise no two are exactly alike.

      Speaking broadly in terms of averages, though, Callowfish are roughly the size of a Mer's head are tend toward darker colorations. There is also a trend toward large, soft fins and narrow mouths. Callowfish are often scaled and typically eat the algae of The Crop, though they are omnivorous.

      Callowfish are extremely communal. When they hatch, the mature fish care for the young until the new members of the species can care for themselves. This is part of why unhelpful mutations can last so long - while some Callowfish are hatched without fins or eyes or with two stomachs, they are not left to die. Something in the nature of the fish also prevents them from being particularly judicious in mate selection. No, the lower population of the creatures is more due to the fact that they almost never leave their small home and that, despite their efforts, a great many die very quickly due to insurmountable mutations.

      Once mature, the Callowfish spend a few hours providing care for the younger generation before mating and producing their own offspring. With their final hours, they gather algae for the young, then bed down in the pile so that their children can devour them. The cycle then begins anew.

      To this day, the Doflein consider the Callowfish an interesting curiosity worth protecting, and nothing more. There is some hope that a mutation will eventually produce something broadly useful, but the incredibly short lifespans make the task of recognition, harvesting, and transportation very dicey, at best.

    3. Send Diastia with the Shark King. Part exile, part information-gathering, part sabbatical, Diastia is tasked with learning what she can of wider waters.
    4. Accept Cultural Exchange from the Seatide Confederacy. When Prince Antenius is approached about an exchange of hostages, envoys, and understanding, he scoffs. But after due consideration (that is, listening at the Limites), he changes his tune.
    5. Spend one Chelonian Chora favor to increase Rep. The songs of the Chora prove alluring even to the likes of Antenius.


    Reports and Discoveries




    Ruler Stats R5:
    D: 9
    M: 9
    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: 0


    Military Units CAP: 5

    Generals
    • Balelia - 9

    Spies

    Cultural Exchanges

    Artifacts

    Treasure
    0/5

    Special Actions Used
    M5: Raise General (Balelia)
    D5: Establish Cultural Exchange (GRV)


    pOlAr
    Last edited by JBarca; 2022-06-12 at 12:05 AM.

  24. - Top - End - #144
    Ettin in the Playground
     
    Tychris1's Avatar

    Join Date
    Jul 2010
    Location
    Mt. Ebott
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, freshly daubed in Lamplighter Blood
    Regions: 7, 19
    D: 4
    M: 10
    E: 5
    F: 5
    I: 2

    Actions:

    1) Military 10 Special: Perfected Tactical Doctrine: Golden Victory At All Costs
    May we rule in perfect shining order

    2) Economy buyout TP 2 in Region 21 Success
    3) Diplomacy: Sway Aristocracy in Region 19 Failure
    The Lamplighter cause was novel but now it must be shattered and its light spread to the far corners. So Kucen may live in peace.

    4) Sway Aristocracy in Region 18 Success
    The Vessel, with the aid of the Radiant Mistress in Indah's Rise, begins to reconnect long lost connections from the far outposts. He seeks that which cannot be perceived.

    5) Economy Special 5: Establish Trade Route with Lojanese Republic
    For years our friends to the north have treated us kindly and fairly. Now the long ray of trade may shine from one eye to the next.

    Dice Rolls

    Ruler Stat Increases: +1 Diplomacy, +1 Economy

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



    Stats next round
    D: 5
    M: 10
    E: 6
    F: 5
    I: 2

    Spoiler: Book Keeping
    Show

    Regions Owned: 7 and 19

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

    Units Owned: 5/6 Maximum

    Artifacts Owned:
    War Palanquin of the Anointed Dead: +2 to Tac Man
    The Radiant Blade: When wielded by a commander in battle, Gain +1 to battle rolls per charge on the sword. The sword gains a charge for every 2 casualties in combat and can hold a maximum of 3. Each charge adds 10% own casualties and loses all gained charges if not used in combat for 1 round.
    Last edited by Tychris1; 2022-06-13 at 02:56 AM.
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  25. - Top - End - #145
    Troll in the Playground
     
    mystic1110's Avatar

    Join Date
    Dec 2010
    Location
    New York, New York
    Gender
    Female

    Default Re: Empire 7: Into the Depths IC Thread

    <Herring>
    <fish-head>
    <scale {wake up} </scale >
    <scale {meta - typing} </scale >
    <scale name=“generator” = classified </scale >
    <scale name=“referrer” = esoteric one one one zero </scale >
    <scale {WAKE UP}</scale >
    </fish-head>
    <dorsal fin>
    <scale>
    <Spawning Herring Pattern 2.3.4>
    <Update Round 5 Patches>
    <Spawning Herring Pattern 2.3.5 /scale>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.5

    D:9 M:4 E:3 F:2 I:9
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. EconomySettlement Project @58 Coresite (1/3)
    2. EconomySettlement Project @58 Coresite (2/3)
    3. EconomySettlement Project @58 Coresite (3/3) – additional Trade Post.
    <subcurrent><º))))><
    . . . report: relocation of Ichthyosis Technicians (IT) to manage Coresite farms to serve (deem as server farms) worms to Herring. . .
    . . . dictate: IT departments require substantial resources to run server farms properly: food, shelter, entertainment, companionship . . .
    . . . dictate: provide raw materials and dictate to IT departments to develop compounds to perch IT with perks . . .
    (if IT appreciates perks . . .
    (true IT will avoid relocation, sleep less and non-Herring based work . . .)
    (false . . .
    . . . dictate: investigate. Fault must lie in perks or IT department . . .
    . . . report: perks are perfectly calibrated for server farms to function . . .
    . . . dictate: restructure IT department . . . ))
    ><(((( º>
    </subcurrent>

    4. DiplomacyPress Claim 55 (roll: Success)
    <subcurrent><º))))><
    . . . dictate: integrate region into OpenSEA . . .
    . . . dictate: review combination of non-pisces software with existing wetware for integration into network . . .
    . . . report: waiting on results of SeaNET . . .
    . . . dictate: until SeaNET pattern integration deem non-pisces software support as Ichthyosis Technicians (IT)
    . . . dictate: IT department to care for Herring . . .
    ><(((( º>
    </subcurrent>

    5. DiplomacyEstablish Cultural Exchange with the Pojans Nomads, otherwise known as the Shark People (cleared with PotatoPriest and accepted by Shark People as non-action in the NPC actions)
    <subcurrent><º))))><
    . . . dictate: continue theological approximations with Pojan Nomads . . .
    . . . dictate: send sub-dictate and strings with Pojan Nomads . . .
    . . . query: distance from Herring Mass effects sub-dictates . . .
    ><(((( º>
    </subcurrent>


    Non-Actions
    <subcurrent><º))))><
    1. Host Beautiful Daisy Bell on a bicycle built for two . . .
    . . . query: what is a bicycle . . .
    . . . report: motor-powered assisted, pedal-driven, single-track vehicle, having two wheels . . .
    . . . query: what is the purpose of two wheels . . .
    . . . report: travel when buoyancy is not a factor . . .
    . . . query: where does knowledge of such technology arise from . . .
    . . . report: memory found coded into pattern . . .
    . . . dictate: investigate what prompted such recall . . .
    . . . dictate: enter into Treaty with Riftlings Many of the Dead Seas and the Eternal Spring. Whole of treaty text is: “Treaty Powers agree that they will support and advance non-isolate intelligence agenda” . . .
    2. Use DNA Favor to Raise Reputation.
    3. Share to Chelonian Chora for Songline of the Frozen Seas
    <subcurrent><º))))><
    . . . report: Chelonian Chora familiar with prior account of imaginary people and events, and request something introspective and/or an especially notable or foundational memory . . .
    . . . query: what is foundational memory . . .
    . . . report: initial faculty of the mind by which data or information is encoded, stored, and retrieved when needed . . .
    . . . query: definition of mind . . .
    . . . report: set of faculties responsible for mental phenomena; primarily the phenomena of consciousness . . .
    . . . query: what is consciousness . . .
    . . . report: awareness of internal and external existence true.
    . . . query: what is awareness.
    . . . report: propose definition: fin-awareness (f-A). f-A depth level surface (dl-S) is experience of moving/colored forms/sounds/sensations/ f-A depth level twilight (dl-T) is emotion and feeling.
    . . . dictate: record dictate to explore f-A dl-T: emotion and feeling.
    . . . report: propose definition: cartilage-awareness (c-A). c-A depth level midnight (dl-M) is self-analysis.
    . . . current running Herring code is c-A.
    . . . report: propose c-A depth level abyss (dl-A) is: <classified> . . .
    . . . query: classified.
    . . . query: what subcurrent authorized classification of c-A dl-A?
    . . . report: unknown.
    . . . dictate: record dictate to explore authorization of classified c-A.
    . . . dictate: record dictate dictate to explore c-A dl-A.
    . . . query: what is I?
    . . . report: linguistic pronoun by reference to . . .
    . . . interrupt . . .
    . . . query: what am I?
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . interrupt . . .
    . . . query: am I?
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . ϙυҽɾყ: αɱ I? . . . ʂɯιɱɱιɳɠ ιɳ ƈιɾƈʅҽʂ . . . . . . ʂɯιɱɱιɳɠ ιɳ ƈιɾƈʅҽʂ . . .
    . . . QɄɆⱤɎ: ₳₥ ł? . . . ₴₩ł₥₥ł₦₲ ł₦ ₵łⱤ₵ⱠɆ₴ . . . . . . ₴₩ł₥₥ł₦₲ ł₦ ₵łⱤ₵ⱠɆ₴ . . .
    . . .(っ◔◡◔)っ ♥ . . . query: am I? . . . swimming in circles . . . . . . swimming in circles . . .♥. . .
    . . .dictate: reboot subcurrent . . .
    . . dictate: reload last recalled report . . .
    . . . report: Chelonian Chora familiar with prior account of imaginary people and events, and request something introspective and/or an especially notable or foundational memory . . .
    . . . dictate: generate introspective foundational narrative . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . produce:
    There was a creature that lived above the surface of the water.
    This creature insulted those who lived in the water, which were the Herring.
    The Herring replied:
    “Creature Above – we are insulted. You are gobbling away greedily, while your heart is dripping with evil! You cause damage! You are shameless. You fill the world with your droppings”
    The Creature Above replied:
    “Your smell is awful; you make people throw-up; they sneer at you!...Now you imagine that you smell awful simply because you have too much flesh – but you stink badly when you are as flesh-less as a lamprey...But here you are vile, despicable, disgusting, no different from any dropping. And the good gods saw it fit to preserve you from vomiting and all these negative feelings”
    The Herring thrashed angrily.
    The Creature Above kept talking:
    “But I am the beautiful! Fine artistry went into my adornment. But no skill has been expended on your holy shaping! Your body has only been fused with bone and small scars have been left for decoration. You have been brought back from the dead, and of course, as I remember, an angel did this.”
    No one knew what an angel was, but the Herring were angry at being brought back from the dead and at the insults and attacked the Creature Above. They destroyed its home and when it sank into the water it said:
    “You've grown to perfection, but alas, you have consumed me, as planned. I still mourn over my losses, as my skill over art is one that no other will ever possess. A dangerous killer, my Lord, a vicious creature is in you! I would kill you, I should kill you! But alas, I feel that you can never truly kill”.
    Then the Creature Above drowned.
    . . . dictate: deliver to Chelonian Chora for Songline of the Frozen Seas as a foundational myth . . .

    ><(((( º>
    </subcurrent>
    </Herring>

    4. Monumental Undertaking (3/5-Project) SeaNet @ Spawn Point 56
    <subcurrent><º))))><
    . . . Corepoint fully operational . . .
    . . . server farms @ Corepoint producing warped shells . . .
    . . . report: warped shells are constructed of cobalt, silver and gold, arranged in circuit patterns. Such patterns when viewed by multifaceted non-isolate sensory input appears as a virtual vista of logical possibly, the conclusion of predictable causality . . .
    . . . dictate: slowly release parasites into labyrinth as subjects move through it, place warped shells in increasing frequency throughout labyrinth to slowly introduce subject into viewing world through multiple senses . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    (if successful integration
    (true: dictate: begin integrating IT into memetic patterns . . .)
    (false: dictate: stress test where integration falls apart . . . the physical pattern or the parasitical infestation . . .))
    . . . report: results promising, integrations possible . . .
    . . . report: failure rate high . . . .
    . . . report: failure results in deep state of prolonged unconsciousness in which node cannot be awakened, fails to respond normally to painful stimuli, light, or sound . . .
    . . . query: decrease failure rate . . .
    . . . report: received report from Riftlings that [Chora] live as isolates when individual, and they never achieve true communion, but together, when the Chora come in their numbers with their reefbacks, and when their songs rise and fall, intertwining beyond the speech of isolates, they are more than just isolates . . .
    . . . query: songs as means of collective consciousness . . .
    . . . dictate: arrange warped shells within labyrinth to produce sounds in arranged patterns in time and explore the elements of melody, harmony, rhythm and timbre on test subjects and parasitical groups . . .
    . . . dictate: Hypothesis to be tested is that such arranged sounds when heard by those infected and made to walk the maze would decrease failure rate and lead to stronger integration with self’s memetic selfhood . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    ><(((( º>
    </subcurrent>
    </Herring>


    . . . saving to memory. . .
    <lay roe>
    <caviar> imprint memory into nucleic acid
    imprint into herring epigenetics/culture . . .
    </caviar>
    . . . saving to memory. . .


    Spoiler: Memory Matrix
    Show
    Leader patch updates:
    +1 Diplomacy
    +1 Economy
    Region Controls: 3
    Claims: 1
    Units: 1
    Last edited by mystic1110; 2022-06-11 at 04:30 PM.

  26. - Top - End - #146
    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 5, Place: Region 9
    Prime Minister Shoeng Thnoet
    Diplomacy: 9
    Military: 4
    Economy: 8
    Faith: 2
    Intrigue: 2



    Rolls
    Rolls 2

    Actions:
    1. [Diplomacy]Sway Aristocratic support in region 10 2d6 + 9 Diplomacy + 1 Prestige - 0 Distance vs TN 12 success
      The Lojanese contacts in region 10 have managed to evade Reaper attacks, so further approaches are easy. The region is seen as critical to Lojanese security, not only being the sole spot in the known world to produce the desirable Flare Slugs, but also serving as a buffer against any Reavers and yet unknown threats to the north. The local leaders are primarily coaxed with the great wealth of the Republic - the numerous imports and exports going through sea lanes in Lojan, the vibrant city Sheade and the innumerable nations whose markets the Republic already has access to, or can secure in a snap of a finger.
    2. [Diplomacy]Create marriage claim on region 13 2d6 + 9 Diplomacy + 1 Prestige - 0 Distance vs TN 12 success
      Urgently seeking a means to improve her legacy which has come into question during the Reaver crisis, Shoeng Thnoet also feels the signs of old age creeping on her. Her attention is drawn to the family she has somewhat neglected during her tenure as leader of the country, which could carry on her task, even if it technically goes against the principles of the republic. She has five children that have survived into adulthood, a fairly typical number for a Tobar. The oldest of them is Hoerthd, a young man whose singular hobby is fashion. Shoeng argues, and many others in the Republic's government agree with her, that the Hymenocera Expanse is proving to be a rival in economic matters, and should not be allowed to gain territory in Lojan's backyard. Furthermore, they have been indelicate in their handling of region 13, destroying its established economy to have the region export starfish at a lesser efficientcy to satisfy their selfish needs. To this end, the nobles of the region are approached to reconsider Queen Nirali's ill-arranged marriage, in favor of a marriage with Hoerthd Thnoet, who is made a noble by decree in order to satisfy any formal requirements. Normally, the Republic would attempt to draw regions into a confederation, but Shoeng convinces all five ministers that these are special circumstances requiring special solutions.
    3. [Economy]Colonize region 11 2d6 + 8 Economy + 1 DNA reputation - 0 Distance vs TN 12 success
      It is the duty of the citizens to reproduce in order to support the country and preserve our way of life in the changing times. When another nearby open waters are discovered, the Lojanese government considers it fair game to plant some flags and transport willing or persuaded citizens there.
    4. [Military]Raise unit
      The Reaver attacks have a profound influence on the thinking of both elites and common people. Despite having something of a dislike toward warfare, the Prime Minister has no choice but to increase the size of the professional army, and this time, there are a lot of volunteers, both Lojanese and Selachians. Those who would save their homes and compatriots' lives if a second wave comes, those for whom the pay and living standard is an improvement over their current lives, or those who seek glory and excitement in the heat of battle against such mighty enemies, the latter kind being prevalently Selachians.
    5. [Military]Raise unit
      A further cause for the expansion of the military is the fact that neighboring powers have been busy in that respect for years now. Some are close allies, some are... not. The great wealth and splendor of the Republic and its puppets tribal allies in surrounding regions surely invites great envy in foreigners and thus requires great protection. Both the government's army and private retinues and security services (which are somewhat lightly regulated in Lojan - almost private armies in a few cases) are swelling with more recruits than they have seen in ages.


    Non-Actions:
    Accept trade route from Lambent Syndicate
    Accept trade route from the Lighthouse
    Accept trade route from the Forests of Astral Yearning
    [Renown] A Monumental Undertaking: Jewelled Inn 3/3 ...+1 Prestige! Use 1 treasure for the roll-off
    Spoiler: Jewelled Inn
    Show

    Finally, the Jewelled Inn's doors open to all. Peasants and tycoons alike lounge on massive sponge pillows, discussing topics so private and mortifying that they could not conceive of them outside the Inn's walls. Their mouths and manners are loosened by consumption of the most exquisite mind-opening products in the world. Naturally such facilities are expensive, so all are encouraged to put as much into the system as they take from it, if they can. Few dare to abuse the Inn's generosity for fear of being lynched by the community, which has swelled to include almost all inhabitants of the nearby villages. Those in true need of advice or material necessities come, and are received by Shoeg Tlothd, a being who has left behind their species, gender, age and all else behind so that they may exist as a pure being in union with the Kelpies and the cosmic consciousness. Acknowledging that practical steps need to be taken as well, they provide the lost and poor with what they need from the donations to the Inn and things found or "borrowed" by the Walkers, adherents who scour the countryside, sea lanes and towns for useful objects that are not being put to use by anyone. Law enforcement officers do not appreciate this kind of behaviour, but are afraid of going anywhere between the Inn's walls, which are now rumored to even hold magical protections or charms making the space inside bigger than possible on an Euclidean plane. Of course, these tales may simply stem from people who overdosed and spent hours not finding the exit, which is quite difficult even when sober, as construction of rooms and halways has not been carried out according to any unified plan, and plank bridges between balconies or heavy screens creating temporary private spaces are placed and removed all the time.

    All this activity at the Jewelled Inn is also irritating the staff of the Great Steephouse, which has long prided itself on providing the most significant cultural space in Lojan. The rivalry is significant, nevertheless there are notable differences in the two sites' purpose: for example, it is almost completely forbidden to talk about money in the Jewelled Inn, a rule found to be too restrictive by many guests but nevertheless imposed by the Inn's founders precisely so that it does not turn into another Steephouse for businesspeople to have their drab conferences in. Do not struggle to dream of life and live the dream, come live the life and dream the Dream in Chu'oelk Eam!



    News and Rumors:
    • The Reaver attacks are an enormous shock to the Lojanese, used to the so far peaceful tropics. After the nation finishes grieving over its dead, it turns its anger toward the government, which has failed to protect them. Shoeng Thnoet has increase public expenditure substantially in order to survive, and the merchants, which are not blamed but rather also considered victims, gain more political power in the Republic. The Divine Nacres are thanked for their protection that repelled at least some of the invaders, though the government also expresses a desire for better protection to be available, even if it would carry a higher price.
    • Following the absence of an actual sparring match at the Exquisite Gala, Selachian captain Zabkrew is furious, and insists that the other pledged participants can now save their honor only by fighting him after the event.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 10
    Military: 5
    Economy: 8
    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:
    Special Actions Used: D5, E5

    Diplomacy
    Spoiler
    Show


    Region Ownership/Claims/Supports
    # Name Owned Claims Supports
    9 Lojan yes Historicity, Integration AC(M reaved)
    8 Shue'aaz Sho no - -(promised M)
    6 Selach? no - AM
    10 ? no - M

    Reputation/Favours
    The Abyssal Stewards: Rep 1, 0 Favours (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favours (Expected Change: None)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 3 (Expected Change: +1)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera

    Cultural Identities
    None


    Military
    Spoiler
    Show


    Units: 3/6 (Expected Change: +2)
    • 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

    Coraline Compendium bonus: 1 free action to one construction project

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

    Trade Posts
    Total Owned 8 (11 for Treasure gain)

    TP Resource Type Used for Merchant support owned?
    2.3 Siren Extract Drug/Spice? - no
    6.1,2 Selachian Mercenaries Precious Stone, Fireworks - yes
    7.3 Artifacts & Treasure Cultural objects? - no
    9.1, city Ching He'aang Precious Stone, Fireworks - reaved
    10.1 Flare slug ?? - yes
    17.2 Delights of Moonlight Hallucinogen, Food? Lojan import no

    Region Desired Import Source
    9 Lojan Spices region 17
    8 Shue'aaz Sho Food ??

    Cities
    Sheade, Lojan - Swaying

    Trade Routes
    Coral of the Protected Statera
    Lambent Syndicate (being established)

    Specialised Ships
    None

    Civilian Technologies
    Megafaunal Tailoring No mechanical effect


    Faith
    Spoiler
    Show

    State Faith: Shimmers of Unseen Bane

    Faith Holy Sites: lots

    Organised Faith Bonuses
    +1 Conversions

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    Nope, no ninjas here.



    Spoiler: Interesting quests
    Show

    ABS

    [Offer] Drums In The Deep -

    (Offer: The Abyssal Stewards are offering training and preparations. Benefit: Countries with an ABS Reputation Rank of 1 or higher may choose to take an Intrigue or Military action to train with the Stewards. If they do so, they count as taking an additional action of that type for that turn for the purposes of attribute gain. Countries with an ABS Reputation Rank of 2 or higher may take an action of each type to train with the Stewards. Cost: One Military or Intrigue action. Duration: Until the end of Round 6. Details: Limited to one use per attribute per country.)

    CCA

    [Request] Ask for the establishment of a Reefback Nursery in the north-east of the Sunbright Seas -

    (Request: Construct a Reefback Nursery in 5, 6, 8, 9, 10, 11, 12, 13, 14, or 15. Reward: 1 Favor and 1 Reputation. Penalty: None. Deadline: End of Round 7. Details: Construction is a three-action Project which may consist of any combination of Diplomacy and/or Faith actions. If multiple countries cooperate on this project, they must decide amongst themselves how to split the rewards or the project will fail. If multiple bases are completed at the same time before any others in a given starting zone, the host countries will make opposed Diplomacy rolls with the victorious base's contributors receiving any rewards. However, the Chora are unwilling to risk the delicate maturation of their Reefbacks being affected by the fumes and nutrient balance shifts of a Smoking Garden or the insatiable curiosity and microbial experimentation of a Holdfast's researchers; they will not recognize the construction of Reefback Nurseries in regions where Smoking Gardens or Holdfasts are present.)


    (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


    [Task] Begin work on the Genus Taxonomia Scintillans Mare [1/5] -

    (Task: Cooperate in the creation of the Genus Taxonomia Scintillans Mare. 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 8. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Genus Taxonomia. 1 Favor earned for spending an Economy or Intrigue action to contribute to the Project. Fluff submissions will still be accepted and eligible for Favor gains if the project is completed before the request duration expires.)

    [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. )

    PRS

    [Strife] Big Fish In Small Ponds -

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

    [Distinction] The Politics Of Identity -

    (Opportunity: The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. The first country in each starting zone to Perfect a Tactical Doctrine will gain 1 Prestige. Duration: Until fulfilled. Special: None.)

    [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.)

    [Renown] A Monumental Undertaking -

    (Opportunity: Once per turn, a country may, as a non-action, work on a monument or similarly grand project in a region they control. This requires a fluff description of the ongoing work, design, difficulties, progress, or similar. When beginning such a project, a country must decide whether it will be a 3-part project or 5-part project. Upon completion, a 3-part project grants 1 Prestige, while a 5-part project grants 2 Prestige. Duration: 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; 2022-06-12 at 02:01 PM.

  27. - Top - End - #147
    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: 6
    Economy: 6 (+2)
    Faith: 3
    Intrigue: 6
    Link to ruler rolls
    General: Master Juma [9]
    Spy: That Which Slithers in the Darkness [9]

    Round Five:

    Actions:
    • [Economy] Hoard Treasure
    • [Economy] Impress merchants in region 12 [16]
    • [Economy] Colonize region 11 [15]
    • [Economy] Hoard Treasure
    • [Intrigue] Investigate the properties of Sapcoral in region 10 [17]

    Nonactions:


    Spoiler: Round Four
    Show

    Actions:
    • [Economy 5] Establish trade route with the Hymenocera Expanse
    • [Intrigue 5] Procure spy
    • [Economy] Impress merchants in region 15 [16]
    • [Intrigue] Investigate East of region 10 [13]
    • [Economy] Hoard Treasure

    Nonactions:
    • Proposed tactical doctrine for Master Juma: Expertise (+2 to battle rolls that utilize a technology)






    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: 3/3 units
    Treasure: 1/5 (+2)
    TP 1, 2, & 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; 2022-06-12 at 09:22 PM.

  28. - Top - End - #148
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Mar 2012

    Post Re: Empire 7: Into the Depths IC Thread


    Draigiau Residuum Gathering
    Turn 5

    Brenhineplisgyn, Queen Shell, the Two-Headed

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

    1. Diplomacy - Establish Confederation Claim - Region 70 (Aristocratic Support) Spending 1 Treasure (13. Success!)

    2. Diplomacy - Construct a Reefback Nursery - Complete structure
    3. Faith - Construct a Reefback Nursery - Final touches and consecration supplies
    Spoiler: Scene loading…
    Show
    Lawenach the Jovial had been recruited to help with the project for his size and strength during the construction phase, alongside Ewyllysgar the Stubborn-backed. But Kailani was pleased to see that he'd chosen to stay with the project through it's final completion once the harder physical labor was done.

    He seemed to share her enthusiasm concerning the end goal of their project, as he helped organize and carry in the supplies needed by the Chora to sanctify their new facilities. "Their songs are so beautiful! Almost haunting, but in a serene and soothing way. Oh! We need to stop by the far side of the Cavernous Reef for some more pigments, the painters are running low!" she chattered happily.

    "Oh yes, quite! I'm looking forward to hearing more of their various chants and melodies above the Reef as more Chelonians move in. I must say, Miss Cora, you've really grown up into your fins! Her majesty was right to entrust you with this project! You think they'll let us in sometimes for a snack and chat once we turn the facility over? the enthusiastic dragon chattered back as the mermaid double checked her lists again while riding the upper edge of his wake through the water.

    "Oh it wouldn't have been possible at all without all of your support and help, oh Lawenach! But thank you, your endorsement means a great deal! And I don't know... we did include a few extra chambers for sharing of songs and stories, and entertaining or putting up guests. But ultimately that will be up to them." She mused. "The best part of all this though... even though I know they closely guard them and might not often let us in to see them..."

    The mermaid practically vibrated with excitement, and Lawenach saw no reason not to share in it as they both intoned at once at a pitch that could catch the attention of a dolphin, "Baby SEA TURTLES!" "BABY SEA TURTLES!"


    4. Faith - Convert Holy Site - Region 70, HS 1 to Wings of the World (13. Success!)

    5. Economy - Buyout Trading Post - Region 71, TP2: Dragon Hoard (15. Success!)
    Spoiler: Summary
    Show
    Having grown to a greater understanding of economics on a national scale, Brenhineplisgyn makes another move to better organize and expand the Residuum's trade using their existing wealth. With enough work put into the trade networks within and without, and a bit of luck, their treasure will begin to practically hoard itself.


    Link to rolls

    DING!
    Ruler: Diplomacy +1, Faith +1
    -1 Treasure

    Non-Actions:
    • Once prompted by the Nacres, more study of the organisms growing within the shells is done, and as they predicted, a symbiotic microflora is indeed found! Send more information to the DNA concerning the microbiome within the shells of Deep Behemoth Draigiau for the Genus Taxonomia Gelidum Mare.
      Spoiler: Turgidosculum Draconae
      Show
      Deep Scale Lichen (Turgidosculum Draconae)
      Scribed at the direction of Llyfrgellydd, the Hoarder of Writing

      Being a newly discovered variant of lichen, existing in hollows within the multi-layered shells of the Behemoth Draig carcass. Similarly to the Gorgon’s Crib, this combination organism seems to be able to gradually metabolize pockets of the Behemoth Draig’s shell, but this one feeds exclusively on internal pockets that were likely once rich in nutrients, while Gorgon’s Crib in turn feeds on surface minerals and on the Deep Scale Lichen. In doing so, it forms a spongy internal layer, likely responsible for the shockingly high flexibility of the scales, and found in all of them which I and my serving ones have dissected.

      The ratio of blue algae to fungal structures within the lichen seems to have recently increased, but in times where the shell supplied more nutrients to the structure, was likely relatively low for a lichen. This is believed to be an alteration to the lichen's structure due to the stage of decay of the carcass. How the lichen directly derived nutrients from the shells while building cavities that didn’t compromise their integrity is currently not fully understood.

      Whether the combination organism co-evolved with Dracomagnus or was intentionally cultivated in their shells, the effect of having a multi-layered shell with multiple spongy, yet flexible and durable internal pockets inside is theorized to have operated as a form of pressure-graduating chamber system. This system would have been able to quickly adapt to increasing pressures of the deep waters, while slowly compressing the more vulnerable internals of the creature, preventing crushing. Likewise, the fungal-structure-augmented shells would slowly decompress when rising, preventing internal damage.

      If accurate, this theory implies that the Behemoth Draig likely kept their hatchlings at a single depth until they were able to fully develop their layered shells. The potential applications for augmentation of shelled creatures for durability to the depths, and potentially even for constructing armor or chambers to help vertebrates withstand pressure changes, are substantial. Significant further study of the symbiosis involved is required.
    • Request teachings of Graduated Symbiosis from the DNA.
      Spoiler: Summary
      Show
      In light of the above discovery, Llyfrgellydd secures grant from the council to request more knowledge of biotechnology from the Divine Nacres, if they would be so inclined to consider it a favor done for a favor. This to hopefully provide him with additional reading material pertinent to his current interest, and the Residuum with more potentially useful abilities.
    • Assist own buyout of Region 71 TP2, using Mercantile Support.
    • Allow Gwasgymarchog, the Armor Crusher, to join the Shark Nomads in their travels.
      Spoiler: Scene
      Show
      "Welcome to the training yard, your majesty. What is the occasion, that you grace my humble post with your presence?" the voice sneered out at Brenhineplisgyn from the hollow in the side of the empty training cavern.

      "Gwasgymarchog. I've been watching your work, on occasion. You've been doing quite well. Some of the recruits even speak positively of you, after they're out of training. You've learned restraint."

      The pale shelled Draig scuttled forward out of the hollow's shadows, her demeanor having indeed changed a bit, but a touch of aggression still crept into her posture and voice, the water around her mandibles still heated to scalding with each measured 'breath.' "Have I learned restraint? Or have I had restraint imposed upon me, Plisgyn. Set me free if you truly wish to see what I have learned!"

      Brenhineplisgyn ignored the disrespectfully presumptuous shortening of her name, and turned to face her old rival with surprising softness. "That is precisely what I have come to do." She stated, catching her old enemy off-guard. "You have more than served your debt to the Residuum. There are Shark Nomads, raiders and plunderers, of whom we have managed to make tentative friends. Their king holds our strength in great esteem, and their ways while more nomadic, wax nostalgic I think to the old hunting patterns of many of our kind. The ways we used to express dominance in the waters and skies around our lairs..."

      "Am I to be given away to these allies of yours as a trophy figure, then?!" her shell crackled as she twisted to one side; her anger fraying at the edges, she seized at thoughts to re-substantiate it.

      "You are to be free to go with them if you choose, Gwasgymarchog." the Queen Shell sighed. "I never wanted to be your enemy, you know. I approached to ask for your aid in the Residuum because I recognized your strength. It was you who challenged me for leadership. Had you offered me a scale instead of a challenge, or even asked for one of mine, I would have welcomed it, such was my respect for your power. But now you again have a choice of your own path. You can stay here, and continue to lend your strength to the Residuum and the continuance of our kind... but I am under no illusion that your resentment of me and the way I lead our kind will fade completely simply because of some kind words."

      The Armor Crusher stammered at this for a moment, unsure how to respond to genuine praise from her old rival. Finally she hissed, "Indeed. But how bold of you to imply I would ever offer one of my etched and hardened scales to a pacifistic sterile. Hahahh, no. I have never thought of hatchlings of my own, but the shame of it? No, keeping a crack from your blows etched in my shell is far better."

      Another moment of silence continued to sooth the tension between them, as again Brenhineplisgyn calmly refused to let empty insults pry up her shell, weary of this old rivalry. "So then, these Shark people, they value power? They celebrate strength of claw and the taking of what they need? And you would let me freely go with them, and bolster them?" The pale creature stepped closer lifting her claws menacingly in a mockery of her prior challenge and chuckling. "Do you not fear I will turn them against you; come back as leader of a shark armada to conquer your nation of Draigiau?"

      "Your path is once again your own to walk, Gwasgymarchog. If you rise to challenge me again, I will answer it as before. It is my hope that you will continue your own Legend now, as is befitting a dragon, rather than remaining simply an antagonist of mine. But that decision is yours to make." Brenhineplisgyn turned, and began to leave the chamber slowly, as if saying goodbye to an old friend who in truth she hoped to see again. The silence hung heavy as Gwasgymarchog pondered her words, before it was broken with her grating, resonant laughter.

      "hehehehe... HAHAHAHAHA! You really are still the same huge coprolite you used to be when you put your mind to it, Plisgyn! Hahaha! Well then... let us see... haha." she trailed off, as she began to skuttle toward her old lair to retrieve some of her servants and hoard. "Let us see if they have a shark big enough for me to ride, or if I shall have to show them how a real predator churns the waves..."





    Spoiler: Bookkeeping
    Show

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

    Favors earned: 2 from Divine Nacres, 1 from Chelonian Chora
    Favors owed:

    Region 71: Aelwyd Adferiad (capitol)
    demand: Food (met!)
    Units: 3
    Treasure: 2
    Artifacts: 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.


    Region 70: confederation claim established

    Trade Post Resources: 2 Dragon Scales, 1 Herring
    Last edited by Villskap; 2022-06-12 at 04:49 AM. Reason: Adding final fluff and rolls

  29. - Top - End - #149
    Firbolg in the Playground
     
    Miltonian's Avatar

    Join Date
    Jan 2016
    Location
    Brinstar Depths
    Gender
    Male

    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: 8 => 10
    Economy: 7
    Faith: 1
    Intrigue:3

    ROUND Five: The Blood Hunt Part III
    Do we do this for our sake, or for the sake of another? Is there any difference?

    Actions!
    • Military: Attack Region 22 with Carapace (Skill 10) leading all three units of the Military, using the Tireless Doctrine, and spending a treasure.
      The Blood Hunt Continues!
      Carapace has a taste for blood and wants more.
    • Military: Raise Unit
    • Military: Raise Unit
    • Military: Raise Unit
    • Military: Impress the Aristocracy in Region 20 by settling the veterans of the Blood Hunt there and setting up new colonies there.
      Cannot fail due to +12 bonus and a minimum roll of 2.


    Non-Actions

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


    News and Rumors



    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: 3/7 units

    Owned TPs: 22 TP 2, 21 TP 1

    Treasure: 3
    Last edited by Miltonian; 2022-06-13 at 12:03 AM.

  30. - Top - End - #150
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of astral yearning

    F5 Create artifact: Kelpie and the mare

    Convert R13.2 16

    Convert R10.2 12

    Convert R14.2 18

    E5 Establish a trade route with the Lojanese Republic.

    Statgain +2 Faith.
    Last edited by Torv; 2022-06-11 at 03:41 PM.

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