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  1. - Top - End - #151
    Barbarian in the Playground
     
    Ivor_The_Mad's Avatar

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    May 2017
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    The Halls of Valhalla
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    Default Re: Empire 7: Into the Depths IC Thread

    Coral of the Protected Statera Round 4


    Magnus Orator
    Dip: 8
    Mil: 3
    Econ: 10
    Faith: 2
    Int: 3
    rolls
    News and Rumors:


    Actions:
    1) [Econ] Buyout TP1 in region 1 [15]

    2) [Econ] Buyout TP2 in region 1 [18]

    3) [Dip] Send a diplomatic mission to the West [15]

    4) [Dip] Send a diplomatic mission to the South West [12]

    5) [Econ] Buyout TP2 in region 20 [21]

    rolls

    Non-Actions:
    - Support Conversions by the CCC


    Spoiler: Bookkeeping
    Show
    Leader Stats Round 3:
    Dip: 8 +1
    Mil: 3
    Econ: 10
    Faith: 2
    Int: 3

    Regions:
    Capitol: Region 31 The Protected Statera
    Other:

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

    Other Bookkeeping:
    Units: -
    Treasure: -
    Trade Route: LOL
    Cultural Exchange: LOL, LIT
    Trade Posts: 5
    31:1 19:1 26:13 20:1 22:2

    Chelonian Chora: 4
    Favors: 1
    Come to the dark side; we have pop-tarts.
    Avatar by Linklele
    "Is no fun. Is no Blinsky" "He is... FIZBOP THUNDERTOES!!!!!"

    Spoiler: The Night of the Living Thread
    Show

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

  2. - Top - End - #152
    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 Five
    No further mechanical edits to action posts may be made
    No bubbles no troubles

  3. - Top - End - #153
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Six: Begin
    Years 16 - 18

    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 13 - Year 15


    Rules Alerts and Changes!

    Request:
    Please put explicit region numbers on your targets and current position for all secret actions!

    Clarification:
    Wording updated for the claim table description of Integration claims from
    Support of all Factions in owned region
    to
    Support of all Factions in a region you own
    Wording updated for the Integration claim description under Regional Factions, Support, and Rebellions from
    [...]If you ever have Support from every Faction in a region at the same time, you gain a strong claim on the region if you did not already have one from this source. This claim can only be lost if the region is successfully integrated into another country.
    to
    [...]If you ever have Support from every Faction in a region you control at the same time, you gain a strong claim on the region if you did not already have one from this source. This claim can only be lost if the region is successfully Integrated into another country. If you had a Confederation claim on the region, it is lost when you gain the Integration claim.
    Change:
    The following wording added to Action Basics to clarify the precedents for simultaneous action targeting.
    You cannot use multiple actions on the same target in a single round. Some examples of what is not allowed include:
    • Attempting to Convert the same Holy Site a second time in a single round if the first attempt fails, or attempting to Sack a Holy Site if a Conversion attempt fails in the same round.
    • Attempting multiple Buyouts of the same Trade Post, or attempting to simultaneously Buyout and Coerce a single Trade Post.
    • Attempting to simultaneously Sway, Impress, Oppress, and/or Undermine the same faction in the same region.
    • Attempting to intercept an enemy army twice in the same region.
    • Attempting to defend a region with two different armies to force a multi-way battle.
    • Attempting to explore in the same direction from the same starting point with two different exploration methods.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Temperate
    Show




    A party of Sakura-Jin explorers brave the brackish shallows to the south of their capital, utilizing techniques newly developed by the Cyphiri Union to survive the anoxic environment. They discover a region of sparse settlements dedicated to the cultivation of the holy Mangrove Tree, whose underwater roots seem to provide habitat and food for a number of bizarre amphibious creatures.
    The Sakura-Jin make use of Anoxic Adaptation to explore south of Region 119! They discover Region 125, a Brackish Region which has one Open Trade Post for Fruiting Mangroves, a Desired Import of Fertilizers, one Holy Site controlled by Sacred Mangroves, one Open Holy Site, and 2 Units of native defenders. SKR receives a +1 bonus on up to one Sway attempt in Region 125 this round!

    Northeast of Dashasham, Sakura-Jin explorers equipped with specialized grafts uncover a region of shallow water which seems almost completely desalinated. Strange creatures like overgrown baby lizards swim in and out of the circular pits carved into the seafloor by the locals, who claim they possess magical powers of regeneration; one explorer attempts to bring an adult home as a pet, but it seems to take ill as it leaves its home waters before, amazingly, metamorphosing into a regular salamander, evidently better suited to the salinity.
    The Sakura-Jin make use of Anoxic Adaptation to explore north-east of Region 119! They discover Region 120, a Brackish Region which has one open Trade Post of Glitter-Bellied Axolotls, a Desired Import of Textiles, two Holy Sites controlled by Followers of Athe, and 2 Units of native defenders. SKR receives a +1 bonus on up to one Sway attempt in Region 119 this round!

    As the Shades move south-east, a general sense of unease grows, though none can quite place it at first. The feeling of an odd itch on the body, or in the lungs. A tension that rises and falls just enough to remember what peace felt like, before rising even faster. They are determined with their mission, but even determination can’t stop the party from glancing behind them. The foreboding sense that they should be noticing something grows, until that something becomes immediately apparent. They are lost in a miasma of fog, impenetrable to both eyes and respiration, and the itches and unease explode into contortions and hacking. This miasma is indiscriminate regardless of the state of physical form, and their bodies burn in pain. Desperately they try to move forward, blindly following any ripple, any hint of relief, until they collapse on top of what feels like a sloped dune. Clawed hands grasp their forms and bring them into shade - a covered cenote-like structure granting barely sufficient protection to a small town of refugees.

    The Lux-Glossian Shades explore south-east of Region 97! They discover Region 96, a Contaminated Region with two Open Trade Post of Refugee Workers, no Desired Imports, and two Open Holy Sites. While Region 96 remains Contaminated, it does not have Factions, cannot be conquered, and counts as three Regions for distance penalty purposes, including actions taken in the Region. There may be several ways to decontaminate the Region - three are described below.

    Spoiler: Decontamination
    Show

    • Ecological Restoration: If the Region is gifted three Trade Posts - one of Skilled or Military Labor, one of Heat or Light Sources, and one of Fertilizers or Preservatives - then the locals should be able to resolve the source of the Contamination themselves. If this method is the one which cleanses the Region, all gifted Trade Posts become Open, and whichever country gifted the majority of the Trade Posts will gain the local Aristocratic and Mercantile Support. In the case of a tie, the tying countries make opposed Sway Aristocracy and Impress Merchants rolls to determine which gains the Aristocratic and Mercantile Support, respectively.
    • Spiritual Cleansing: If the Region is fully converted to a single organized religion, a country of that religion may build a Holy Order there despite not possessing the local Clerical Support. Once a Holy Order is established, a country of that religion may take a Faith action in the Region to attempt to spiritually cleanse the area, rolling their Faith score against a TN of 12 - distance penalties apply. On a success, whichever country created the Holy Order will gain the local Aristocratic Support, while whichever country cleansed the Region will gain the local Clerical Support.
    • Other Methods: If a Spy is sent to the Region to investigate, they may be able to discover alternate means of ending the contamination.


    Unaware of the plight of their sister party, the explorers in the southwest have a much more fruitful report. Drawn by the sounds of hums and soft whistles, the Shades come across a narrow passage of tepid, calm water. Clutches of large eggs on the seafloor are visible from the trails of bubbles arising from them, a guide for explorers and gatherers alike. Once noticed, the Shades are quickly met with a contingent of guards, protective over this passage and the resources within.
    The Lux-Glossian Shades explore south-west of Region 102! They discover Region 176, which has two open Trade Posts of Whispering Eggs, a Desired Import of Dyes, one Holy Site controlled by The Unseen, one Holy Site controlled by The Unheard, and 4 Units of native defenders.


    Spoiler: Tropical
    Show



    The Coral of the Protected Statera attempts to explore west of Region 31, but are soon forced to turn back or succumb to the unnatural foulness of those waters which first bleach and then begin to dissolve several members of their expedition before they can make it back to safer lands; those members unfortunately do not survive the journey home.

    Avoiding the corrosive environments that defeated the northern party, explorers from the Coral of the Protected Statera reach a region of shallows dominated by bivalves. At first the waters are thought to be uninhabited, but eventually contact is made with more intelligent creatures, who claim that the nobles of the region have conscripted all the able-bodied creatures, explaining the lack of workers tending to the fields of delicate mussels.
    The Coral of the Protected Statera explores south-west of Region 31! They discover Region 32, which has two Open Trade Posts of Delicate Mussels, a Desired Import of Unskilled Labor, two Holy Sites controlled by Promised Waters, one Open Holy Site, and 4 Units of native defenders. CPS receives a +1 bonus on up to one Sway attempt in Region 32 this round!


    Spoiler: Polar
    Show




    Gwasgymarchog and Diastia arrive in Region 73 to find their rides: a shark each for Diastia and her retinue, and a six-shark chariot that the Pojans built for Gwasgymarchog. No sooner than they set off to the north, the two guests of the King overhear a nomad complaining that his jellyfish is too squishy. It’s going to be a long trip.
    The Shark King’s Host departs Region 73 for Unknown Waters!
    DRG allows Gwasgymarchog to join the Shark Nomads; SEN allows Diastia to join the Shark Nomads.




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

    Having bested early setbacks and securely established their hold on the Tideswept Shelf, hundreds of new Lux-Glossian Shades travel north to more open, less populated waters. Soon the region rivals the Glossian Sea itself. LUX completes the settlement of a colony in the Tideswept Shelf (111), adding a Flowing Way holy site and changing the desired import from Tools to Drugs.

    Following the partition agreement that granted them the territory, the Lambent Syndicate invests in infrastructure and construction in Region 8, swiftly turning the Lojanese colony into something much more developed. LSD completes the settlement of a colony in Region 8, adding and claiming a Trade Post for Seaglass.

    The herring in the central Polar waters grow rapidly, and soon the whole Region is enveloped in shimmering swarms of fish. DPB completes the settlement of a colony in Coresite (58), adding and claiming a Trade Post for Warped Shells.

    The Lojanese Republic and the Auros of Kaarme both have the same idea: settling their colonists in Region 11. As both groups move into the Region, they find that they decided to plant their first cities quite close together indeed, effectively forming a single community. Though eager to cooperate for survival in the wilderness, there is the matter of which government for the joint settlement to recognize. Eventually, a vote is called. After a recount, the new settlement decides to bow to the Lojanese Republic, but undercurrents of fierce support for the Auros government still simmer.
    LOL colonizes Region 11! AOK gains a strong Integration claim on Region 11! Region 11’s Desired Import becomes Fibers.

    GTZ expands trade in Region 136, creating and claiming a new Trade Post of Clam Vines!

    Evidently drawn by the promise of Cookies, the hunters of Region 55 integrate into Deep Blue’s SeaNET. DPB presses a Confederation Claim on Region 55.

    Prince Antenius refuses to wait for some unimportant local ruler to die and has no intention of giving up power himself, so, rather than wait for the carefully arranged marriage to pay off, he dispatches envoys to Region 68 to attempt to secure a confederation agreement. SEN establishes a Confederation Claim on Region 68.

    The Draigiau succeed in overtures of alliance with the chieftains to their east with the aid of treasure and gifts from their hoard. DRG establishes a confederation claim on Region 70.

    The news of the prospective marriage of Prime Minister Shoeng Thnoet’s son to the nobility of another Region raises serious questions about the principles of republicanism in the highest levels of government, but these concerns seem to hold little sway among Queen Nirali’s court, who argue in favor of the betrothal. LOL establishes a marriage claim on Region 13.


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

    After the treaty is signed and made public, Chief Rayn emerges from hiding to deliver Kreel to the Hegemony’s leaders in person. With no signs of torture, the General seems a bit less confident than before he was captured, but no worse for wear. From his debriefing, it appears he was treated every bit as well as one could expect, given his captors’ circumstances. General Kreel is returned to the Kar-Nath Hegemony!

    Impressed by the wealth and philosophical vitality displayed by the Cyphiri at the Carnival some years ago, the Costa Sereia formalize closer ties with the Union. The Costa Sereia create a Cultural Exchange with the Cyphiri Union

    In service of efforts to spread their faith, the Sakura-Jin set about learning the culture and ways of those they see as ideal converts. The Sakura-Jin create a Cultural Exchange with the Pfilghol

    An agreement is struck between the Seatide Confederacy and the Shifting Ennead to establish small embassies in each others’ territory, hoping to establish more regular diplomacy. The Seatide Confederacy creates a Cultural Exchange with the Shifting Ennead

    Acting as its definition of “god” demands it should, Deep Blue establishes means by which it may continue to communicate with its flock. Deep Blue creates a Cultural Exchange with the Pojan Nomads of the Shark King’s Host

    COS gifts Anoxic Adaptation technology to GTZ via Cultural Exchange

    The powers of the world spread their influence yet further.
    • ESP Impresses the Mercantile Support in Region 51
    • OKI Impresses the Aristocratic Support in Region 113
    • GTZ Sways the Aristocratic Support in Region 139
    • GTZ Sways the Aristocratic Support in Region 128
    • STC Sways the Mercantile Support in Region 65
    • COS Sways the Mercantile Support in Region 130
    • SEN Sways the Aristocratic Support in Region 74
    • LIT Sways the Aristocratic Support in Region 18
    • UNI Impresses the Aristocratic Support in Region 20
    • AOK Impresses the Mercantile Support in Region 12
    • LOL Sways the Aristocratic Support in Region 10
    • ABS Impressed Aristocracy on behalf of PGL in Region 124, repaying a Favor owed.



    Trade!
    Buyouts, trade routes, and other economic shenanigans

    The Dead Seas have become unconscionably lifelike in recent years, and the Riftlings believe that perhaps their fellow non-isolates could be convinced to help stamp it out in return for returns in wealth. The Riftlings Many form a Trade Route with the Eternal Spring!

    Perhaps hoping to gain a greater share in the Republic’s lucrative drug trade, the Lambent Syndicate formalizes their close trade ties. The Lambent Syndicate forms a Trade Route with the Lojanese Republic!

    The friendly gaze of the Lojanese is reflected in the waters of Binar Fajar, as merchants move freely between the territories of the two states. The Lighthouse forms a Trade Route with the Lojanese Republic!

    Though no formal treaty or pledge binds the Dunes of Revelations to Lojan, only a blind and deaf creature could deny the influence of the Delight - especially following the grand opening of the Jewelled Inn. The Forests of Astral Yearning form a Trade Route with the Lojanese Republic!

    The merchants of the Eternal Spring are tireless in their expansion of their trade networks, and though they meet with a few embarrassing failures, success remains the norm.
    The Eternal Spring buys out Trade Post 3 in Region 71 for Dragon Scales
    The Eternal Spring buys out Trade Post 2 in Region 57 for Woven Seaweed


    The Drifts of the Seatide Confederacy venture into distant waters, hoping to claim a share of certain resources desired by their local allies in other Regions.
    The Seatide Confederacy buys out Trade Post 2 in Region 70 for Inkfang Worms
    The Seatide Confederacy buys out Trade Post 3 in Region 69 for Edible Algae


    The excitement in Palacia at the news of the discovery of the Temple of Jurxo in the southern waters extends to mercantile affairs as well, and the Costa Sereia reach out to the locals, hoping to gain the fruits of their production.
    The Costa Sereia buys out Trade Post 1 in Region 97 for War Cultivator Supplies

    Recent experience with war has taught the Kar-Nath the value of a strong economy, and the Frozen King orders increased production of Rimestone for trade.
    The Kar-Nath buys out Trade Post 2 in Region 77 for Rimestone

    The battle in the sea of the Cult of Destruction having evidently caused no hard feelings on either side, the Lighthouse moves to secure supplies of Jaderock Coral from their former foe.
    The Lighthouse buys out Trade Post 2 in Region 21 for Jaderock Coral

    Despite the ill omens accompanying the Abyssal Stewards’ venture into the depths, the Coral of the Protected Statera begin harvesting materials in bulk from the waters above the deep.
    The Coral of the Protected Statera buys out Trade Post 1 in Region 1 for Floating Kelpwrack
    The Coral of the Protected Statera buys out Trade Post 2 in Region 1 for Floating Kelpwrack


    Alongside their efforts in the fathomless waters, the Protected Statera continues to expand their recruitment of Carcinized Architects from the war-torn seas.
    The Coral of the Protected Statera buys out Trade Post 2 in Region 20 for Carcinzed Architects

    Brenhineplisgyn’s economic knowledge proves more than capable of increasing the production of Dragon Scales available to the Residuum Gathering - a sound foundation upon which to build a hoard.
    The Draigiau Residuum Gathering buys out Trade Post 2 in Region 71 for Dragon Scales


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

    The currents swirl in the southern temperate waters, and the Lux-Glossians awaken to a new understanding of the Flowing Way. The divine did not create this world for creatures to blindly accept or ignore it, but for its every secret to be precipitated from the fog of ignorance so that new gods may exert their will over its fate. LUX creates a School of the Flowing Way, the Lux-Glossian Way, with 5 holy site bonus +1 to Investigations!

    The Chelonian intruders bring tales of the deadly terror of the Reavers, and the Riftlings begin to prepare. RFT sets 5 holy site bonus to +1 to resist Reavers and +1 to all rolls targeting Reavers!

    The Riftlings Many convert Friends of Sebas Holy Site 2 in Region 59 to the Eternal Communion

    The Chorus of the Crimson Choir converts Open Holy Site 2 in Bloodhome (Region 26) to the Crimson Chant

    The Ironkelp Order converts Open Holy Site 1 in Region 112 to the Flowing Way
    The Ironkelp Order converts Sheldon J Plankton Holy Site 1 in Ektalithiades (Region 113) to the Flowing Way
    The Ironkelp Order converts Sheldon J Plankton Holy Site 2 in Ektalithiades (Region 113) to the Flowing Way
    The Ironkelp Order converts Open Holy Site 3 in Ezcorher (Region 138) to the Flowing Way

    The Costa Sereia converts Open Holy Site 1 in Region 97 to Brilhinte

    The Gravetenders convert Open Holy Site 1 in Region 75 to the Blossoming Sequence


    The Forests of Astral Yearning converts Godspiters Holy Site 2 in Region 10 to Shimmers of Unseen Bane
    The Forests of Astral Yearning converts Open Holy Site 2 in Region 13 to Shimmers of Unseen Bane
    The Forests of Astral Yearning converts Open Holy Site 2 in Kaarme (Region 14) to Shimmers of Unseen Bane

    The Draigiau Residuum Gathering converts The Silence Holy Site 1 in Region 70 to Wings of the World


    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    From the deepest waters of the pole, the Riftlings obtain a black stone reliquary which inspires a holy fervor in those who inhale its sulfuric clouds. RFT creates The Censer of the Mother's Breath! Effect: 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 original 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.

    At last, the work of a decade is complete. The Line of Olgght, a network of barracks, tunnels, and fortifications, stretches around the whole circumference of the Pfithreef, granting its eponymous lord the resources to marshal an even greater army. PGL completes the Line of Olgght! Effect: +1 Unit Cap, +1 Unit Cap with aristocratic support in The Pfithreef (Region 132).

    The Hymenocera Expanse creates Toxic Filtering, a technology utilizing armored suits coated in specially engineered sponges to filter toxins and dangerous chemicals out of the water! Effect: permits actions and troop movement across toxic (red) borders. Requirements: Composite Grafting technology and [Armor].

    Strange occurrences seem to follow in the wake of the Delights of Moonlight, and the Forests stir….
    The Forests of Astral Yearning create an Artifact: The Kelpie & The Mare: Every round The Kelpie and The Mare each appear in a random country. Providing the Mare with a Steed or the Kelpie with a Rider as a fluff non-action allows the player to use them as a +1 to one roll during the round. Successfully stealing either the Mare or Kelpie guarantees it to appear in the thief's country next round. When gifted away the Kelpie and Mare will instead appear in a random country.
    Should the Mare and Kelpie ever appear simultaneously in the same country, a Conversion attempt is made with a bonus of +8 against a random HC in the country’s Regions - Regions with Unruly Clerical Factions are prioritized, and the Conversion attempt does not suffer from the normal penalties to Faith rolls from Unruly Clergy. They do not provide any other bonus when united.


    Kerstin stared into the Kelpie’s mellow eyes. Well at least what passed for eyeballs in the in the shape of ever churning kelp. Fathom upon fathom of dead stalks coiled around themselves as four restless legs. Loose strands extended up into a knitted torso, rhythmically constricting around nothing but water. Exhaling the Kelpie neighed, abyss knows how, and shook its mane of glimmering spores.

    Kerstin felt the sound reverberate in her chest and pull at something in her core. Something new. Her flippers shuddered and split along the bones. Long fibrous strands dripped from the wound, painting her gray skin in a coppery orange until nothing of Kerstin remained.

    The mare flexed unhinged bones, their white a highlight against the slithering mess of rustic kelp in the resemblance of a Mer. Latching on to the Kelpie two entanglements became one the ashen steed solidifying with specks of copper.
    A cloud of glowing spores surrounded the Kelpie as it galloped into the Forests of Astral Yearning. The verdant kelp stalks swayed and then as if pressed down by a wave they latched onto the amalgamation. Green spears halted its progress and ripped it apart, loosened chunks obscured by the simmering light. Absorbed by the kelp forest the spores disappeared without a trace of the Kelpie left behind.

    The wall surrounding the Great Kelpland began to glow with a soft light and the densely grown kelp parted in a tunnel of radiance. Trotting out came an ashen steed led by a golden brown Mer. The Mer seemed in no hurry to mount the companion but as she did the light became a rain of spores seemingly melting the two together and urging them into breakneck speed.

    Followed by innumerable specks of light they flowed from one end of the wall to another. Any Otterieans carefree enough to inhale the afterglow beset by visions of warmer waters, ruled by a kelp stalk larger than one for their dwellings and sprouting iridescent flowers. Slamming into the outer wall of kelp the creature was absorbed leaving a sense of confusion and wonder behind.

    The Forests of Astral Yearning perform a Miracle: Symbiotic Spores - Anyone following Shimmers of Unseen Bane, one of its Schools, or owning a Delight of Moonlight Trade Post may cross Toxic borders. However, if a country which owns a Delights of Moonlight Trade Post does not have Shimmers of Unseen Bane as their state religion, they may suffer consequences as the Delights induce visions: Factions they control and/or Factions in Regions they own may occasionally become Unruly unless a majority of Holy Sites in the Region are controlled by Shimmers of Unseen Bane. This is especially likely in Toxic Regions.


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

    The light of the Everscintillating Goldfin shines throughout Binar Fajar, and all the Kosong of the Lighthouse are marshaled in shimmering order.
    LIT Perfects the Everscintillating Goldfin’s Tactical Doctrine: Golden Victory at All Costs! LIT gains a permanent +1 to Maneuvering rolls, may always use Golden Victory at All Costs with any commander, and the Everscintillating Goldfin now gains an additional +1 to battle rolls when successfully utilizing Golden Victory at All Costs!

    The Gotezhar invent Razor Current Netting, a Fortification technology allowing nets covered in sharped glass to be quickly deployed using local currents, creating dangerous obstacles for the enemy! Effect: +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold. Requires: Composite Grafting and [Glass]

    Queen Esenam of Region 127 constructs a Fortress, the better to observe the outbreak of violence she expects will soon occur at her instigation.

    LSD invades Region 24 with 6 units led by Netra the Rubicund Fist (Mil 8), using Unyielding Force, routing through Bloodhome

    LSD invasion of Region 24
    Native Commander score: 5

    Tactical Maneuvering Roll:
    LSD: 17 attempting to use Unyielding Force Tactical Doctrine (+2 to own battle roll, +20% own casualties)
    Natives: 11, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    6 LSD units vs 1 native unit; Advantage for LSD; +11 Outnumbering Bonus
    Battle Roll:
    LSD: 24
    Natives: 13

    Chief Paws-of-Red knew he was cursed. He had known it since he had killed a sacred whale pup during his first hunt, an offense which his father, the former chief, hid for his sake. But the curse had followed him. Within a year of his father's death by a wasting illness, the Reavers had come and devastated his people. Next, the Lambent Syndicate came. Paws-of-Red knew there was no hope, but he led his people valiantly despite his curse.
    Outnumbered and outmatched as they were, a head-on fight was never an option. Instead, Paws-of-Red led his people in a running skirmish, launching small ambushes and hurling spears at the enemy before fleeing. He hoped the Syndicate's forces would lose heart and flee. They didn't.
    When they were ambushed, the Syndicate’s soldiers didn't run. They simply pushed past the ambush, ran down their attackers and slew them. Rather than one great battle, a hundred small engagements broke out. Outnumbered and hotly pursued, Paws-of-Red saw his warriors cut off and slaughtered, group by group, with no hope of escape. Rather than wear down his enemy, he had destroyed his only means of firm resistance.
    The Syndicate would care little for the red-painted chieftain they slew. The battle was won. The defenders who weren't slain had scattered to the winds, fleeing to parts unknown. Victory was theirs.

    LSD victory! LSD loses 2 units, native defenders lose 1 unit. Region 24 is now controlled by LSD!

    The Unity invades Region 22 with 3 units led by Carapace (Skill 10), using the Tireless Doctrine, and spending a treasure.

    UNI invasion of Region 22
    Native Commander score: 10

    Tactical Maneuvering Roll:
    UNI: 15, attempting to use Tireless Tactical Doctrine (-10% own casualties, +2 own leader loss roll)
    Natives: 19, attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    3 UNI units vs 5 native units; Advantage for natives; +2 Outnumbering Bonus
    UNI spent 1 Treasure! +1 Treasure bonus
    Battle Roll:
    UNI: 24
    Natives: 18

    Carapace’s Blood Hunt continues unabated, the holy violence spilling over into new seas. In the wake of utter devastation at the claws of the Reavers, the native chieftesses struggle to organize any kind of effective defense despite their advantage in numbers, and the Unity are able to divide and conquer with such ease that the bulk of their foes break and flee after only a few months of skirmishing. Though Carapace may prove to be disappointed by the volume of blood collected, none can deny the supremacy of the Unity in the region.

    UNI victory! UNI loses 1 unit, native defenders lose 2 units. Region 22 is now controlled by UNI!


    Schemes!
    Coercion, betrayals, and spycraft

    In the interests of furthering the intricacies of the Pattern, Bob recruits a young Mer of dubious morals but clear skill into his service abroad. CSC Promotes a Spy: Malcolm, who Disturbs the Patterns, with an Intrigue score of 8!

    Reports of a strange flora have intrigued the Auros of Kaarme, and its odd nature has befuddled experimenters for months. After extensive testing, a number of applications have been discovered. Though Sapcoral has a hard base, its fleshy lobes and polyps contain a thick excretion which, if separated from the Sapcoral, could be used as a relaxing Drug. The polyps are a bright orange, and when crushed also serve as a potent Dye, and if the lobes are prepared correctly, they make quite a delicious Food item.

    Pfith raiders strike out from the Pfithreef throughout the temperate waters. Though most of them are rebuffed by the local powers, those sent to the south return with the smooth, silky hides of some foreign creature. PGL coerces Open Trade Post 1 in Region 101 for Luxurious Hides


    Terror!
    Violence, upheaval, murder, and destruction.

    Envoys from the Otterian Supremacy have diminished in recent years, and now vanish entirely. The strange furred creatures seem to keep almost exclusively within their own borders, though what has prompted this new isolationism is the subject of speculation among the temperate peoples.

    Unsurprisingly, the almost-stationary Medusa have considerable trouble repelling shark-riding Pojan raiders. What might have developed into a showdown between great speed and great staying power ended when the Illustrator’s hired mercenary guards showed up, but by then the shark riders had already made off with plenty of jellyfish.
    The Shark King’s Host sacks ESP Trade Post 2 in Region 51!

    The shadow conflict in the southern polar waters continues fiercely, as Duchess Gloriane rallies many of her most influential fellow Mer to resist the Riftlings’ purge of the aristocracy ahead of their depopulation plans. CSC undermines Aristocracy in Region 66, making it Open!

    Though originally unsympathetic to the upjumped merchants, many among the Doflein have lost respect for the Prince as a result of his complete disregard for the exotic creatures trade. A group of angry Doflein presents the Akkoroan family with an ultimatum, demanding that in accordance with what they assert to be their ancestral rights, the Prince devote his full energies and resources to the acquisition of creatures for the sole purpose of self-modification.
    Unruly merchants Undermine the Aristocratic support in Danabae (Region 69), making it Open.

    The actions of the Reavers in the cooler and shallower waters of the Temperate zone bear a great resemblance to their attacks in the Tropics, it seems - and while they inflict similar levels of destruction on the local power structures, the Nacres seem more capable of responding to their attacks, and manage to aid the local powers in forcing the Reavers out before they’re able to capture too great a quantity of goods. Perhaps the lesser depths also helped in compacting defenses, keeping the Reavers from finding quite so many paths in between - but so too do the Nacres manage to avoid being drawn out of position by the provocations of the Reavers.

    Region 101 Aristocracy becomes Reaved.
    Region 104 Aristocracy becomes Reaved.
    Region 109 Aristocracy becomes Reaved.
    Region 111 Aristocracy becomes Reaved.
    Region 113 Clergy becomes Reaved.
    The Order of the Ironkelp resists the Reaving of Region 113’s Merchants!
    Region 117 Merchants become Reaved.
    Region 123 Aristocracy becomes Reaved.
    Region 124 Merchants become Reaved.
    Region 130 Merchants become Reaved.
    Region 132 Merchants become Reaved.
    The Costa Sereia resists the Reaving of Region 134’s Aristocracy!
    Region 136 Clergy becomes Reaved.
    Region 138 Merchants become Reaved.


    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.
    • 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 - effective distance is still calculated normally to determine the pre-doubling penalty.
    • 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.


    Despite this apparent success, however, there is tragedy to be had. Without any serious military of their own, the palty security of the Lux-Glossian Shades falls apart like rotting kelp in the face of the Reavers’ shining blades and nets, even with the help of the Nacres - even their Matriarchs are endangered as the Reavers take their pleasure in the Tideswept Shelf.

    For the Gotezhar, the difficulties lie more in the broad abandonment of any attempt to defend their areas by the Divine Nacres - the Reavers will make their own argument as to the necessity of the Nacres’ protections. As luck would have it, they very much do, as many of the more important Gotezhar are found dead after the Reavers have departed - or, maybe worse, never found at all. Others are lucky enough to bear only injuries and scars - the Reavers came prepared for the unique physiology of the Gotezhar…

    [B]Region 101 loses 1 unit of native defenders.
    Region 104 loses 1 unit of native defenders.
    Region 109 loses 1 unit of native defenders.
    Region 123 loses 1 unit of native defenders.
    The Lux-Glossian Shades would have lost 1 unit to the Reavers - but they had none! The Reavers take their pick of their upper echelons…
    The Order of the Ironkelp resists the Reaving of treasure!
    The Order of the Ironkelp resists the Reaver Sack of Open TP 2 for Phosphorite in Region 113!
    The Cyphiri Union resists the Reaver Sack of CYP TP 1 in Region 117!
    The Costa Sereia loses 1 treasure to the Reavers, but successfully resists a second attempt to Reave Treasure.
    Reavers Sack PGL TP 1 for Mineblossom Sponge in Region 130.
    Reavers Sack PGL TP 1 for War-Jelly in Region 132.
    Reavers Sack Open Holy Site 2 in Region 136.
    The Gotezhar resist the Reaver Sack GTZ TP 1 for Pure Berries in Region 138!

    The Gotezhar lose figures of importance to the Reavers: Governor Saroon’din is killed, Squall Kayzho has gone missing, and Luc d’Espoir has been maimed while saving Joontar Arjiloza, who is shaken but intact. Profundus Korasoon was lightly injured and will recover quickly, and Squall Essensio will bear some scars from his encounter.

    The Lux-Glossian Shades lose figures of importance to the Reavers: Matriarch Ramira of the Viridian Shade is killed, Matriarch Laestrika of the Carmine Shade has gone missing, and Matriarch Lia of the Cerulean Shade has been badly maimed! The other matriarchs have also been affected.
    Organizations!
    A number of polities disappoint the Abyssal Stewards, unwilling as they are to make ready their own defenses - not so much that they feel their trust thus far has been totally misplaced, but enough for them to fall in the eyes of the Stewards. Some are able to talk their way out of more severe consequences, however.
    CCC, CPS, ESP, DPB, RFT, SKR, COS, and LUX fail the ABS unit count requirement with fewer than 2 units at the end of Round 5 and lose 1 ABS rep.
    CYP raises their Reputation with ABS by 1 to a total of 1, spending a Favor in the process. LUX raises their Reputation with ABS by 1, to a total of 0, spending a Favor in the process. PGL raises their Reputation with ABS by 1 to a total of 2, spending a Favor in the process.
    SKR raises their Reputation with ABS by 1, to a total of 0.
    CCC raises their Reputation with ABS by 1, to a total of 1.



    HEX grants 2 units to the ABS, gaining a Favor.
    The ABS Request for Units ends - all relevant countries managed to pay off the debts that they owed at the time.


    Their evaluations completed, the Abyssal Stewards are unsurprised to see the Pfilghol, Ironkelp Knights, and Gotezhar to be the main countries worthy of note in this respect - the Kalan Company having been disqualified for their integration into the Abyssal Stewards own forces - and though the Otterians made an acceptable showing at first, their overemphasis on purely military capabilities detracts from their overall readiness. In recognition of Olgght’s dedication to the protection of their people, they are presented with the Kela Ein Kamohu: a weapon capable of great devastation, but requiring careful handling. The Kela has the appearance of a giant, metal-plated pistol shrimp claw, which can be triggered to close with explosive force - it opens again agonizingly slowly once triggered, but the shockwave released behaves more like a massive, unstoppable spear. The recoil is incredibly difficult to manage, however - based on the accounts of the Stewards, the device has historically been used by fully armored Grandmasters weighing upwards of two tons, with the purpose of discouraging smaller Titans from a frontal assault.
    Spoiler: Points Determination
    Show
    OKI: +3 from 7 unit cap, +2 from unique resources, +7 from Ruler scores
    SKR: +2 from 5 unit cap, +2 from unique resources, +2 from Ruler scores
    CYP: +3 from 6 unit cap, +7 from unique resources, +4 from Ruler scores
    OTT: +3 from 7 unit cap, +2 from unique resources, +7 from Ruler scores
    PGL: +4 from 8 unit cap, +5 from unique resources, +9 from Ruler scores [Spy active]
    COS: +2 from 5 unit cap, +5 from unique resources, +5 from Ruler scores
    LUX: +3 from 6 unit cap, +2 from unique resources, +5 from Ruler scores
    GTZ: +4 from 7 unit cap and a Fortress, +4 from unique resources, +7 from Ruler scores [Envy of the World]

    Totals:
    First Place: PGL - 32 points
    Second Place: OKI - 28 points
    Third Place: GTZ - 27 points
    Swimmers-Up: OTT - 22 points; COS - 16 points; CYP - 14 points; LUX - 11 points; SKR - 7 points
    KAL: disqualified


    PGL acquires an artifact - Kela Ein Kamohu (1/turn: May gain +1 to a Sack action OR use in battle; +1 to battle roll if win or tie Tactical Maneuvering; extra +1 if victorious by 6 or more; -1 to own leader loss roll if lose or tie Tactical Maneuvering)
    OKI gains 1 Treasure and 2 actions worth of progress towards the construction of a new Trading Post in a Region of their choice.
    GTZ gains 1 Unit.


    SKR and GTZ each contribute their second entries to the Neritic Manuals, while OKI contributes their first entry! SKR, GTZ, and OKI each gain +1 Favor with ABS! SKR and GTZ may gain no more Favor from contributing to the Neritic Manuals.

    CYP raises their Reputation with CCA by 1, to a total of 3, spending a Favor in the process.
    LUX and SEN each raise their Reputation with CCA by 1, to a total of 1, spending a Favor in the process.
    CCC raises their Reputation with CCA by 1, to a total of 3.


    The Draigiau put the finishing touches on a Reefback Nursery which soon comes to be known as Huskmyth Reef, built as it is on the ancient shells of their kind.
    DRG constructs a Reefback Nursery in Region 71, completing the CCA request and gaining +1 Rep and +1 Favor!

    COS, KNH, GRV, spend an action on Drums in the Deep. COS and GRV may not spend any more actions on Drums In The Deep. KNH may still choose to spend an Intrigue action on Drums In The Deep.

    SKR contributes one action toward the Songline of the Broken Seas, completing it! SKR gains +1 Favor with CCA! SKR may gain no more favors by contributing to the Songline of the Broken Seas. The Songline of the Broken Seas may still be contributed to until the end of Round 6, at which point the rewards for completing the Songline will be granted to contributors.

    KNH, GRV, and SEN each contribute their second entries to the Songline of the Frozen Seas! DPB contributes their first entry to the Songline of the Frozen Seas! KNH, GRV, SEN, and DPB each gain +1 Favor with CCA! KNH, GRV, and SEN may gain no more Favor by contributing to the Songline of the Frozen Seas!


    SEN loses 1 Reputation with the CCA, for a total of 0, as a result of attempting to Establish a Claim while having an Unruly faction in a controlled Region.

    The Mensa Rectores take note of several countries, most especially the strange entity known as Deep Blue…
    ESP raises their Reputation with DNA by 1, to a total of 1, spending a Favor in the process.
    CYP raises their Reputation with DNA by 1, to a total of 1.
    DPB raises their Reputation with DNA by 1, to a total of 4, spending a Favor in the process and becoming the first ‘country’ to be considered Heir to Phaeon!
    CCC raises their Reputation with DNA by 1, to a total of 2.


    With the Genus Taxonomia Gelidum Mare completed, the Nacres make use of their discoveries in the region to develop a new, if minor, technology, and share it with the contributors! A local species of jellyfish which live near the brine pools common to the area is a good candidate to develop a mechanism to ease travel.
    KNH, GRV, and SEN each contribute their second entries to the Genus Taxonomia Gelidum Mare, while DRG sends more information, completing their contribution of a second entry to the Genus Taxonomia Gelidum Mare! KNH, GRV, and SEN each gain +1 Favor with DNA, and may gain no more Favor by contributing to the Genus Taxonomia Gelidum Mare!
    KNH contributes one action and GRV contributes two actions to the Genus Taxonomia Gelidum Mare, completing it! They can gain no more favors from contributing, however.

    The Genus Taxonomia Gelidum Mare is completed! Every Polar Zone country to have contributed an entry to the Genus Taxonomia Gelidum Mare receives the Electrodialytic Staurozoa technology.
    Electrodialytic Staurozoa - A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations. Requirements: None.


    HEX contributes their first entry to the Genus Taxonomia Scintillans Mare! HEX gains +1 Favor with DNA.

    DRG requests Graduated Symbiosis from DNA, and receives instructional materials in exchange for a favor - DRG will gain Graduated Symbiosis if they spend an Economy or Intrigue action to decipher said materials.

    CYP, HEX, LOL, and ESP each complete their first Monumental Undertakings, gaining +1 Prestige each!

    LSD is the first Tropical country to fully settle a colony, and gains +1 Prestige as a result.

    [Piety] Communion With The Divine has ended.

    KNH pledge with the Nathi Chief Rayn to a PRS treaty (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; R75 frees General Kreel from imprisonment)


    GTZ, GRV, and LOL are all Rank 4 with PRS! One must see their status decline as the others rise…GRV falls to Rank 3. If they do not complete their World Wonder within the next 2 turns, they will lose this chance until they become Envy of the World once more!
    Last edited by LapisCattis; 2022-06-19 at 11:52 PM.
    No bubbles no troubles

  4. - Top - End - #154
    Ogre in the Playground
     
    Gengy's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round 6
    [Gotezhar, People of the Rain]

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

    Actions:
    1. [Military] Send (3) Units and Squall Eehetado to assist OKI in attacking 127
      - [Squall Eehetado: Gotezhar military leader serving under Squall Essensio; Commander Score: Mil 5]
      - +1 Treasure to Battle Roll
      Affronted by the 'Queen' wanting to see them fail, Squall Essensio - with Korasoon's backing - sends units to aid the Order of the Iron Kelp in teacher her a lesson. Led by Squall Eehetado, they will meet with the Order and place themselves under the command of Knight Commander Amlaigh Tolmach.
    2. [Diplomacy] Confederate region 139 (Roll: 14) Fail
      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 again personally arrives to speak with local leaders, and once more attempts to avoid speaking about anything offensive. He makes a minor gaff, and discussions are halted for a while.
    3. [Diplomacy] Send a Diplomatic Mission to 137 [using Anoxic Adaptation] (Roll: 14)
      In an effort to locate the Reavers without upsetting more individuals, the new Governess Rubi'din encourages Profundus Korasoon to send envoys to the south. Of course, Gotezhar 'envoys' are heavily armed with their personal bolya, just in case.
    4. [Economy 5] Establish a City in 136: Saroon'din City
      In honor of the fallen, a city is built in the Meadows and named after the previous Governor. Saroon'din City finds new ways to harvest Clam Vines. The new Governess Rubi'din, takes it as her new seat of power, in memory of her brother.
    5. [Economy] Trade 136 TP2 Clam Vines to SKR in exchange for Barnacle Glue
      A deal has at last been reached, and thanks to the trade route with the Sakura-Jin, the Gotezhar will soon have constant shipments of Barnacle Glue.


    Non-Actions:
    • PRS Monument, 5-Rounds (4/5): The Cloud Observatory within Ezcorher (Region 138) does not suffer any significant damage from the Reavers assault, thanks in part to the sacrifices made by some of the committee members, and the stubborn - almost stupidly so - self-sacrifices of many of the Worker Caste. While the Cloud Observatory project is not forgotten, it is put on hold to recover more Workers and reform the Committee. This reform takes time, however. Many whom would normally step in are occupied elsewhere, either with the war effort to put Queen Esenem, with the exploration of the south, or with building Saroon'din City. While the Observatory is seen as important, in the wake of the Reavers attacks, having a wider grasp on what is going on in the world is more important. Eventually, a new Committee rises, including members of the old Committee as it's core, but with some additions. Profundus Sohizo returns to lead the Committee, not allowing their injuries to deter them from what may very well be seen as their life's work. Squall Eehetado steps in for the missing Squall Kayzho, and is much more vocal about defensive measures for the Observatory then their predecessor. Joontar Arjiloza was shaken by their experience, but determined to help represent the moral needs of the people, and often invites Chaplain Luc d'Espoir to sit in on Committee meetings as an unofficial advisor. Sohizo allows this, as the Profundus recognizes the growing importance of the Flowing Way within Ezcorher; and even shaken, Joontar Arjiloza is well regarded as one of the smarted Gotezhar around. Their ideas are needed for completing the work. New members to the Committee are: a very surprised but eager Worker, Konfuzo, who acts as a voice for the builders, but speaks little unless directly asked a question. And - to better represent the Mer that are begining to mingle in all parts of Ezcorher, the Meadows, and Colownya - the maiden Mira'din sits in on the meetings. She is also rather quiet, but when she does speak, it is either a sarcastic comment, a good idea, or both. With the reformation of the Committee, the Cloud Observatory begins to take shape and should be finished within the next few years...
    • The Merchant caste sends a shipment of Clam Vines, in exchange for Barnacle Glue. This proves to greatly aid in reconstruction efforts. (Send SKR Clam Vines via Trade Route. Accept one round of Barnacle Glue from SKR as a non-action via Trade Route)
    • Host The King's Conference (PRS Rank 4)
      Spoiler: Sub-Actions
      Show

      • Trade Razor Current Netting to OKI for Supermarine Artillery
      • Sign agreements with the Faith, the Flowing Way

    • The Crescent Companion
      Spoiler: Accumulate. Fight.
      Show
      Mer of the Meadows, Documentation Historians:
      Gotezhar are born with an innate knowledge to be able to control their bolya. This personal bubble of water keeps them safe from the casual harmful materials in the ocean, such as saline, and other debris. More corrosive chemicals take active focus to forestall, but prolonged exposure is just as deadly to Gotezhar as it is to other races.

      What Gotezhar can do that other races cannot, however, is grow their bolya in such a way that they can manipulate it into a weapon. Races such as the Mer require spears and other sharp implements to be considered lethal; all Gotezhar can be considered, to some degree or another, very lethal to any water-based species; though it comes with risks. More experienced Squall have larger bolya, but no Squall starts that way. So the way of fighting for the rank and file Gotezhar is one of up-close-and-personal. If an opponent gets within the Gotezhar's bolya, the very force of the water around them becomes it's own blunt instrument, able to batter and bruise even the hardiest of enemies. The specific movements of the Gotezhar fighter often makes it look like they are dancing inside the bolya, with their arm appendages swirling like whirlpools. It is both beautiful and terrifying.

      Large Squall have larger ranges to fight with, and more combat experience as well. Interviews with Mer from Elyan'dan - veterans of the last time the Gotezhar went to war - describe fighting a larger Squall like fighting against a sudden localized current. Water pressure from all sides becomes a harsh lance of undertow, knocking foes around against the seabed, rocks, or anything else in the water, including each other. "It is like the mother sea herself picks you up and spanks you for being a bad child," one veteran says, with obvious distaste for the memories, going on to say, "But them Squall are nothing - nothing! - compared to a Profundus ready for war. I seen it! Them tiny blighters inside their enormous bubbles of fresh water are absolute devilfish!"

      We requested to speak with Profundus Korasoon, the current reigning ruler for the Gotezhar, and after many weeks of waiting, we finally managed to get an interview. We politely asked for a description of what the ruler feels is how a Profundus fights when the need arises, and Korasoon responded, "Efficiently."

      When asked to elaborate, we were glared at, and Profundus Korasoon only relented when we explained that this would be a matter of document for the Abyssal Stewards. "A Profundus is the largest Gotezhar, often with the biggest bolya. This means that even the hardiest of Squall has a small bolya then we do. Squall fight with ferocity, to better dispense justice. Profundus fight with efficiency, to better display that it is foolish to fight us. What are the tools that Mer use called? The ones that you hit repeatedly with... Hammers. Squall are hammers. They hit hard, and repeatedly, until the job is done. They swing their bolya around like some great tool, but it can - eventually - tire them. Profundus, instead, are not Hammers, unless that is the right tool. No. We are... the clever bulbous cephalopod, with the many limbs. Octopus. We are like Octopus. Squall fight with all their boyla at once. Profundus use many parts of our bolya at the same time. Or just command the undersea waves to push entire platoons back."

      The Profundus then proceeded to demonstrate, by pushing the entire group of historians out of his (their?) office. We were helpless to stop them from doing so, though to be fair to the Gotezhar ruler, Korasoon did no more then choose to end the interview; we were unharmed, but better understand what could have been done to us if we remained within the large Gotezhar's specialized reach.


    Spoiler: News and Rumors
    Show

    • While the majority of the Gotezhar protected regions are fine, the few places that the Reavers attacked are almost devastated. The rebuilding effort takes a great deal of focus, and the losses that occurred have many Mer from the Meadows upset. The Gotezhar, however, are oddly calm, if not impressed...
    • Profundus Korasoon adopts a young adult Mer girl by the name of Mira'din into their nuven. The Gotezhar leader insists that she be treated as one of the Gotezhar, and soon begins to see to her instruction in matters of defense, leadership, and ignoring what everyone else says and doing what you want because that's the way to be a true leader. Mira'din disagrees with the latter, but learns much from her other lessons.
    • This so called 'Queen Esenam' has caused Profundus Korasson to gaze his attention upon her. She seems affronted that the Gotezhar have defenses! The Profundus does not bother with attempting to speak with this Queen. He chooses to trust in the Order of the Iron Kelp to handle the problem... but the very least the Gotezhar can do is remove a pillar of support from this 'Esenam'. Plans are made...



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 8 10 6 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 1 0 1 0 0
    End of round 6 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +2 Diplomacy


    Spoiler: Book Keeping
    Show

    Units: (6 / 10)
    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)
    Treasure (3 / 5)

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

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

    Technologies:
    Supernatic Propagation
    Trophic Deconvolution
    Megafaunal Tailoring
    Photospore Signalling
    Composite Grafting
    Graduated Symbiosis
    Razor Current Netting
    +10% enemy casualties and +1 to Maneuvering roll when defending, or attacking with a foothold
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Last edited by Gengy; 2022-06-24 at 07:10 PM.
    Spoiler
    Show
    BladeofObliviom said:
    I've only seen a character at anything resembling this level of absurdity thrive exactly once, and he/she/what-the-jongo had the advantage of being written by Gengy, who I look up to as a writer.

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

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

  5. - Top - End - #155
    Halfling in the Playground
     
    Lumaeus's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 6

    Ruler: The Youngest, Second Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 8
    Intrigue: 3

    Actions:


    Diplomacy|Faith(Censer): Sway Aristocracy 66 (Roll: 13) SUCCESS
    Faith: Convert HS1 67 (Roll: 16) Contingent* SUCCESS
    Faith: Convert HS2 67 (Roll: 11) FAILURE
    Faith: Convert HS3 67 (Roll: 15) Contingent* SUCCESS
    Faith: Convert HS1 59 (Roll: 16) SUCCESS

    *CSC will likely roll to resist, though I'll prefer they don't ;p

    Non-Actions:
    Economy: Accept those sweet, sweet jellies from Eternal Spring to meet our toxin requirement. Thank the Mother.
    Faith: Resist the treacherous CSC's conversion of 66 HS#2 (Roll: 10) FAILURE


    Next turn stats:
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 10 (+2)
    Intrigue: 3
    Last edited by Lumaeus; 2022-06-23 at 11:53 PM.

  6. - Top - End - #156
    Bugbear in the Playground
     
    BardGuy

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    Default 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 16-18 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights
    Round 6

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

    Actions:

    1. [Faith 10] Miracle: Discover the Regalis Arbor
    Dream's swift tailfin calls upon the King one night, and delivers the prescience of fate. He takes leave of all but two of his sons, appointing Clara of Losol, one of his wives, as Regent of Insol in his absence, and swims north to the farthest extremes of Orope. And in a cave where a great ridge rises so high it escapes the ocean and extends Beyond, His Majesty finds a finfull of seeds. They lay hid for centuries uncounted, as the shape of the world slowly changed and all waters flowed about them, until the Divine Will ordained they make themselves known.

    The King plants them himself in a patch of seabed not far from the Ironkelp. As the years pass, they grow into Giantsbane plants unlike any seen in Orope before: golden veins run across their leaves, and algae seem to flourish among their roots. And when the first one finally produces its first seedpod, the reverberation of its explosion nearly deafens all of Insol...

    ...and the seed lands in Cyph-Arel, terrifying the wandering Cyphiri who happen to see it fall.

    Spoiler: Mechanical effects
    Show
    Create an Artifact, the Regalis Arbor, which may be used up to twice per round as a non-action, for one of the following effects:
    • Launch Couriers: When taking an action, the owner may pay 1 region of distance to "skip" from a region that they control and which is contiguously connected to their capital to any non-Wastes region within three (non-Wastes) regions of said owned region for the purpose of effective distance when determining distance penalties. The path may then continue on from that region, adding additional regions to the path and increasing the effective distance appropriately as normal. To skip to a Brackish, Toxic, or Glacial region in this way still requires the appropriate technology, but such regions may be skipped over without a technology. This effect may not be applied to rolls for Colonization, combat, or Secret actions.
      .
    • Launch Scouts: The owner receives a +2 bonus to the Maneuvering roll for a single battle they participate in. The battle must take place in a Depth 0 region within three (non-Waste) regions of a region that they control and which is contiguously connected to their capital. The use of this effect in a battle must be declared before any Interception rolls are made, and this effect may not be applied to Maneuvering rolls to intercept or avoid being intercepted.

    Attempts to steal the Regalis Arbor suffer a -4 penalty.


    2. [Faith] Seek Aid for CYP Sway Unruly Merchants in Orope [114]: 17

    3. [Diplomacy] Quasi-host an event: The King's Conference

    Spoiler: Subactions
    Show
    • Trade Supermarine Artillery to CYP, in exchange for Anoxic Adaptation
    • Trade Supermarine Artillery to GTZ, in exchange for Razor Current Netting
    • Declare and sign the Flowing Peace, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.

    4. [Diplomacy] Raise Rep with ABS from 0 to 1: 9
    The rumors that Titans stir once again gives His Majesty the impetus he needs to convince a proper delegation from the Order to treat with the Abyssal Stewards. Though many remain skeptical of the aloof foreigners, the Reaver attacks proved that aloofness in kind is not sustainable.

    5. [Military] Invade Region 127 from Region 113 with 5 units led by Knight Commander Amlaigh Tolmach (M10), attempting to activate the Quiver Hell's Foundations Tactical Doctrine, utilizing the Thunderstone Cudgel (+2 due to opposing Fortress) and Supermarine Artillery technology, receiving +1 from the Middish Way, and joined by 3 units of Gotezhar led by Squall Eehetado, spending 1 Treasure
    (Total: 8 units vs 5 enemy units (+2 Outnumbering); +11 Maneuvering; +12/14 to battle)
    The Second Master is not happy with Queen Esenam's declaration, and upon hearing of the Gotezhar Profundus's shared dislike immediately begins working with the strange rain-creatures to organize a joint campaign. The combination of Middish Knights and artillery with Gotezhar resources will, it is hoped, prove a suitable counterargument to the Queen's meddling. And, since the events in Ektalithiades, more and more nobles have been looking abroad for realms, hoping to seize ranks by force they would never stand to inherit in "old" Orope.

    Nonactions:
    1. Accept Cobalt Dye from the Cyphiri Union via the trade route


    Spoiler: News and Rumors
    Show
    • The Reavers....
      .
    • The rise of other organized schools....
      .
    • The self-proclaimed declaration of a new Middish King is a significant matter, and one which draws attention back to Ektalithiades....
      .
    • The Princes of Insol....
      .



    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: 10
    Intrigue: 3

    New Ruler Next Round? no
    Expected Stat Bonuses: Diplomacy +1


    Spoiler: Other notes
    Show

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

    Land units: 5 / 7

    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
    • +Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

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

    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; 2022-06-24 at 08:24 PM.

  7. - Top - End - #157
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 6
    Regions: 122, 129 (not fully settled)
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 5 Military 5 Economy 5 Faith 5 Intrigue 2


    Actions
    End of Turn Ruler Increases: +1 Diplomacy, +1 Economy
    1. Attend Event [Diplomacy] - Unrolled
      Spoiler: Subactions
      Show

      • Trade Anoxic Adaptation to OKI, in exchange for Supermarine Artillery
      • Sign the Flowing Peace


      While the means of delivery was a little surprising (particularly to the Council Fund workers who had the seed land right in front of them near the Great Hall), the invitation itself was of little surprise to the Cyphiri - they had expected something like this from their friends in the north sooner or later, and stories of King John's quest had filtered back along the trade route from the Cyphiri in Orope, enthralling those who heard it. While the Cyphiri already there in Orope could handle most of it, many Cyphiri still end up heading north - the Tellan had followed the royal invitation with their own open invitations to their tents and businesses for any visiting Cyphiri, and when the conference got started, there was something of a fair and party of their own going on in the Tellan properties, particularly as the Hallus had been much more restrictive and selective when it came to who could join the Cyphiri delegation proper. The Tellan were happy, though, nesting a tidy profit from the visiting Cyphiri.
    2. Sway Merchants in 114 [Diplomacy] - 9, Failure
      Despire their successes with the other Cyphiri, the Tellan still found themselves with troubles with the native merchants of Orope. Despite the Hallus stepping up their support, sending diplomats and advisors led by Lanit Hallus, they still failed to get the merchants on-side. The arrival of the sereia and their relatively rapid success with doing what the Tellan and Hallus could not was...a little embarrassing and annoying to the Cyphiri directly involved, but the opinion of the wider Union was simply to be happy that it was over. Turbulent markets helped nobody.
    3. Expedition into 126 [Economy] - 13, Success
      While Pelir Hallus had been happy to see the various other countries of the temperates using her technology to see new lands once hidden to them, she was less happy about the underuse of the grafts among the Cyphiri themselves. The Carral, previously the most notable explorers in the Union, appeared content to settle in the region they'd gained an economic hold over (particularly with the disruption the Reaver had caused there), and the other Cyphiri families with a tendency towards exploration and finding new opportunities appeared to be satisfied with the variety found in lands already known, or in the brackish areas already scouted by others. Even the Sakura-Jin to the north had done more with the technology than her own people. That was not a course of events she was happy with, so she used her influence among the Hallus family to arrange an expedition westwards - the vast stretch of waters previously hazardous to the Cyphiri had been a major impediment to their ventures, forcing routes north into Sakura-Jin territory or southwards into the waters that had until recently been open and unclaimed territory, but no more. Their neighbours had learnt much about the northern part of those waters, and the Cyphiri would handle the south.
    4. Buyout TP1 of 118 [Economy] - 8, Failure
      Not dissuaded by their initial failures (or perhaps more accurately, seeing the region as their best choice despite being concerned about those problems), the Pylet family continues to try to establish a reliable supply of sea cows from the farmers along the Orope - Cyph-Arel trade route. The farmers apparently know how to hold onto a grudge, though, and their bad first impression seems to not be shifting any time soon.
    5. Set 15 HS bonus for the Cyphiri Way to Buyouts [Faith] - Unrolled
      Concerned about the state of the expanding Cyphiri mercantile empire - namely, the slowdown in growth it's experiencing as other issues take up the attention of many Cyphiri families and those that are staying focused suffer more setbacks than normal - Werran Ulnesh, the de facto leader of the Cyphiri Way (the title not officially existing, but an unofficial position based on respect and esteem - despite the man's quirks), makes the rounds to the various followers of the Way in the Union spreading his message that assisting the ventures of the Cyphiri families to secure additional economic footholds across the zone is their top priority, that the followers travelling with their families should redouble their efforts to convince the locals to accept Cyphiri investment, and the families more dedicated to the Way should focus their forecasts and analyses on these matters.


    Nonactions
    • Provide Cobalt Dye to OKI through the trade route.
    • Contribute to the Crescent Companion.
      Spoiler: The Mercenaries of the Cyphiri
      Show

      The Cyphiri have always used mercenaries - in the times where the ruined oceans meant that the Cyphiri could only deal with each other, small groups took it upon themselves to handle the messy business of violence, and as the seas healed and the wider world became available these native Cyphiri mercenary companies were soon phased out by other species more suited to the matter at hand. These days, with decades passing since trade between countries opened up, and the recent moves from by the Hallus family to establish a proper military force out of them, the mercenary market within Cyphiri lands are thriving.

      The Free Companies
      Most mercenaries within Cyph-Arel belong to one of the "Free Companies", small groups of mercenaries that put themselves to hire on a short-term basis to the various families of the Union. Most of their work is based around the need for the Cyphiri to protect their business interests, guarding caravans sent along Cyphiri trade routes, serving as couriers for more unique shipments, and guarding family representatives when their work takes them to more dangerous regions. They typically value their independence, and it's a mutual thing between them and the families - it doesn't reflect well on a family's character to have a permanent force of warriors, and the companies can always move around to find the best opportunities once their current contracts are over. Some families and companies work together enough that said diffferences are a little academic, but it's nonetheless an important distinction to the Cyphiri themselves.

      The warriors of the Free Companies tend to be fairly well-armed and well-groomed - given their role in Cyphiri businesses, appearances matter, and years of regular low-risk work means that most companies have enough funds to ensure they can look the part. Their training is...subpar compared to the dedicated soldiery of most countries, but suitable to deal with the occasional raider, bandit or troublemaker. Most of these companies were originally wholly Cyphiri, but they have broadly moved to recruit members from other species in the last decade or two (Kalan are often the targets of their efforts, given their proximity and reputation), with most remaining Cyphiri being found in the leadership - although combat leadership is deferred to the most suitable (or most popular) one among the actual fighting component, with the Cyphiri tending to want to handle matters of contract, the Way, and logistics. Members of Free Companies, as is traditional for those who've taken on the business of violence, are part of no family, regardless of how close their relations are to one, although the former Cyphiri mercenaries leaving the companies in the wake of other species arriving can usually find new families to integrate into, sometimes taking whatever low-level roles they can (but ones that feel more fitting of one of the Cyphiri) but frequently being recruited as opportunity scouts - while the Cyphiri don't like to admit it, being able to handle oneself in the wider world is an asset for someone in that role.

      Foreign Forces
      Cyphiri based away from Cyph-Arel, typically in one of the various businesses set up in other regions, tend to eventually find that Free Companies aren't suitable for their needs and they need something more local and more permanent than most Free Companies are willing to dedicate themselves to being. For this, they look to the local area, and those that live in the region they're based in - mercenaries are everywhere, after all, and locals are usually willing to be hired on a long-term basis. While still not a part of the families that hire them, these mercenaries are effectively hired staff, employed in groups with long-term contracts that are occasionally renewed but rarely canceled except for gross misconduct. In order to prevent trouble with the countries in which they are based and assuage any fears of the mercenaries being turned against their hosts, these warriors are kept small in number, enough to handle protecting the business but with little more than that, and usually aren't particularly well-equipped. The species that make them up and the specific weapons they use depend on where the business in question is based, usually reflecting the ways of the locals, although sometimes with a few modifications to reflect their roles mainly being guarding Cyphiri interests rather than offensive action.

      The Retainer Guard
      A recent development in the Cyphiri mercenary ecosystem, the Retainer Guard is a permanently hired force of mercenaries under the employ of the Council Fund. While active efforts to build it up and put it to use only started a few years back, it was something in the works for at least a decade before that, covertly worked on by certain members of the Fund and the Hallus family until Baran's ascendancy to lead the Union made it possible to put it into action proper. The Guard is nearly entirely made out of the Kalan that weren't hired by the Abyssal Stewards, hired on a long-term basis by the Fund, and that origin has given it a certain degree of discipline and organisation that the smaller mercenary groups or those under the Hallus banner lack. The Guard is grouped into regiments (currently just the one, but the Cyphiri organisers have left room to grow) led by a small command council made up of six members (a mixture of mercenary officers and Fund representatives), with the warriors within the regiment split into six detachments made up of six units of between twenty and thirty warriors. While procedures are in place to gather the detachments together in case of an organised invasion (or, although this isn't talked about much openly, an attack made by the Union), most of the time the detachments are spread throughout Cyphiri territory and nearby regions, watching the borders (the preferred posting is in northern Cyph-Arel, given one only has to be concerned with the Sakura-Jin acting out of character rather than risk the Gotezhar or Kalan decide to turn on the Union), patrolling Cyph-Arel and the colonies (although they help if they can, the Fund has stressed that they can't replace a family's own hired mercenaries and one or two families have already complained about the patrols doing less than they'd like), guarding the Great Hall of the Union, and providing bodyguards for Union representatives abroad.

      Hallus Forces
      The most controversial part of the recent shakeups in the mercenary world was the Hallus family revealing their own mercenary force, made up of foreign companies and a few swayed Free Companies that the family had made contact with over the years, now officially brought into the fold with the announcement of the Retainer Guard. They're a much more mixed lot than the Guard, with most regions the Cyphiri have dealings in represented among their numbers, and the Hallus take the approach of rewarding diversity and unique approaches rather than disciplined order among their mercenaries. In case of war, the plan is that they'll serve as auxillaries and skirmishers to the main force of the Guard, but most Cyphiri families are more concerned about what they'll be up to in the meantime - several of the loadouts and tactics employed by the Hallus forces seem much more suited to offence than defence, and those already not favourly disposed towards the Hallus are a little concerned. Besides the practical concerns, they're also quite unpopular for cultural reasons - it's simply just not done for a Cyphiri family to have a personal army like this - although some families have seen the possibility that this is the beginning of that social contract being eroded and have begun similar moves themselves (very quietly, for the time being).


    News and Rumours
    • The organisation of the Retainer Guard over the last few years is praised when reports feed back of the hired force repelling the Reavers attacking northern Cyphiri business interests. The Kelad, the family most involved in the businesses of the region, are particularly loud in their praise, firmly switching their support in the Council from Ulnesh to Hallus.
    • Besides the Kelad, most Cyphiri families seem rather relaxed about the threat of the Reavers - their holdings and interests were left mostly untouched by them, and the damage done by them didn't seem that bad to them, really. The Hallus, however, stuck with their previous stance that it was a serious threat and their measures to protect against the Reavers were important.
    • The news of the Lux-Glossian Way is met with quite a lot of interest in the Union. Quite a few Cyphiri find themselves swayed to that way of thinking about the Way, particularly those out in the west (primarily Tellan handling that end of the dye supply to Orope), and a fair few families find some of their younger members abandoning the family to travel to Lux-Glossia, hoping to have their share of adventures and discovery.
    • Stories of a big, tusked species making their presence known in the markets around the Otterian territories are noted with interest by the heads of many Cyphiri families. There was a mixture of concern and curiosity when it came to the effect a new major group influencing the economics of the zone might have.


    Families of the Cyphiri Union
    Spoiler
    Show

    There are far more Cyphiri families than mentioned here, of course, but this is just to keep track of the ones mentioned so far and what their deal is/who of note is a part of them (some are described in greater detail in the full nation description).

    Hallus
    TPs: 122.2
    Other: Clerical Support in 122 (122's Mercantile Support is split between Hallus and Ulnesh), Cultural Exchange with COS
    Now the dominant agricultural family, due to being the inventors of all of the major Cyphiri advancements in the field and leveraging that advantage at every opportunity. Has taken the position the Ulnesh once held in recent years, becoming the dominant force in the Union Council, and has been taking steps to formalise that unofficial power into something with real legal authority.
    - 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.
    - Lanit Hallus: One of Baran's main diplomatic agents and representatives, who has recently been spending a lot of time in Orope trying to help the Tellan stabilise and gain control of the merchants there. It not going well has left a stain on her reputation among the family, something she's not happy about.

    Ulnesh
    Other: Clerical Support in 122
    Former dominant power among the families, interests split between being a strong agricultural family and political operations, uses the two in tandem to maintain influence and strengthen both fields but finding the latter weakened by Hallus efforts and the former from other families smelling blood.
    - Garren Ulnesh: Head of the family and a dedicated student of the Flowing Way. While the Ulnesh was dominant, he drove the push to look outside of Cyph-Arel for opportunities, but his health has been failing since the Hallus family took control.
    - 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. Most influential Ulnesh after their fall from dominance, as his rapport with Cyphiri followers was separate from his family's business.
    - Pylan Ulnesh: Envoy to the council fund, coordinates things between the two groups, has a distaste for mercenaries. With the Hallus military drive, has been finding themself pushed out of most relevant discussions.
    - Taron Ulnesh: In charge of agriculture, very passionate about the subject, little interest or talent for politics but has subordinates that cover the slack. Hasn't changed much since the Ulnesh lost control, but his subordinates are concerned about the state of the business.
    - 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. Has been trying to rally the family to retake the top spot soon.
    - Chelat Ulnesh: Used to deal with other major families and the Union Council but has now stepped down due to age. She was good at it, but was dismissive about other countries and the advantages to working with them and as such is seen as an outdated thinker by most Cyphiri.
    - 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. Is now the preferred candidate of most Ulnesh for Garren's replacement, despite Relas' efforts, and is likely the most influential Ulnesh at the moment due to leveraging old loans with other major families.

    Council Fund
    TPs: 122.1
    - Artan: Part of the section of the Council Fund that works with mercenaries. Made the early (but now irrelevant) deals with the Kalan Company that led to the diplomatic/economic foothold needed to secure the Fund's current mercenary force, and as such has been growing in influence, developing a strong interest in battle tactics and strategy despite the typical Cyphiri attitude towards such things. Parents were followers of the Flowing Way who named her for Arthan, but she isn't faithful herself.

    Tellan
    TPs: 109.1, 114.2, 134.2
    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. They've ended up on the Hallus side of the Ulnesh/Hallus split in the Council, due to the family helping them secure the Cobalt Dye they now sell to the Middish.
    - Tarpan Tellan: Head of the Tellan, now living in Orope full-time. Quite fond of the Middish, and their interpretations of the Flowing Way. Approves of the Hallus' shift towards a standing mercenary retainer, the Middish attitudes towards war and battle having rubbed off a little.
    - Yanmet Tellan: Tarpan's second in command, handling things on the Cyph-Arel side of the business and dealing with the other Cyphiri families.

    Kelad
    TPs: 117.1, 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.

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

    Pylet
    Other: Colony in 129
    One of the Union Council families, and the main one driving colonisation attempts. Has a great deal of influence with the smaller families and the colonists of [129], but is beholden to the Hallus in turn - an obligation they are trying to weasel out of as much as possible, not wanting to turn against old friends in the Ulnesh family but having found the offer from the Hallus too good to turn down.


    Statistics
    Spoiler
    Show

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

    Diplomacy
    Spoiler
    Show

    Reputation/Favours
    The Abyssal Stewards: Rep 1, 0 Favours (Expected Change: +1 Favour)
    - Welcome: +1 to resist Sacks and Coercion
    The Chelonian Chora: Rep 3, 0 Favours (Expected Change: None)
    - Welcome: +1 to resist Supports becoming Open or Unruly
    - Friendly: Distance Losses triggered every fourth region, max -2 Distance Penalty in regions with CCA bases
    - Favoured: Pay 4 regions to skip to a region with a CCA for distance penalty purposes, Seek Aid one already-rolled action a round
    The Divine Nacre: Rep 1, 0 Favours (Expected Change: None)
    - Welcome: +1 to Exploration, Prospecting and Colonisation
    International Prestige: Prestige 2 (Expected Change: None)
    - Respected: +1 to Establishing and Pressing Claims and Promoting Claimants
    - Admired: +1 to attempt/resist Sway and Impress actions
    Bases
    122: Reefback Nursery

    Cultural Exchanges
    Costa Sereia

    Cultural Identities
    None


    Military
    Spoiler
    Show

    Units: 2 (Expected Change: None)

    Aristocratic Support
    122

    Generals
    None

    Fortresses
    None

    Perfected Tactical Doctrines
    None

    Military Technologies
    None


    Economy
    Spoiler
    Show

    Treasure: 3 (Expected Change: 0)

    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 borders


    Faith
    Spoiler
    Show

    Faith Holy Sites: 15

    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; 2022-06-26 at 02:59 AM.

  8. - Top - End - #158
    Ettin in the Playground
     
    RangerGuy

    Join Date
    Jan 2008
    Location
    Finland
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Kar-Nath Hegemony
    Turn 6


    Rham, the Frozen King

    Diplomacy - 6, Military - 10, Economy - 7, Faith - 2, Intrigue - 1

    Actions:

    1. [Military]: Special: Perfect Tactical Doctrine (March of the Conqueror)
    - Despite the bitter battle having been a reminder of the fact Hegemony's approach to warfare is hardly the most efficient one during all times, Kreel is not discouraged by his losses or captivity. Rather, the Exarch of Banners has grudgingly taken the moral defeat as a lesson, and works with the King himself to perfect the strategems used, as well as to properly codify them to be taught down to the other members of his Path in the future.

    2. [Diplomacy]: Raise Organization Reputation with the Divine Nacres from 0 to 1 (Roll: 14. Success!)
    - With their debt of gratitude to the Nacres paid in full and with interest, the Hegemony looks to secure the aid of the organization in their efforts to further chart the depths of Polar region.

    3. [Diplomacy]: Establish Confederation Claim on region 65 (Roll: 10. Failure!)
    - Having learned from prior experience, the Hegemony once more offers a hand in friendship to one of their neighboring territories, trying to find alternate ways to securing their domain over only warfare.

    4. [Economy]: Expedition - To unknown region east of 77, through the Wastes border, using the specialized ship the Silvered Eye (Roll: 17. Success!)
    - As the Wastes bordering their frozen home have long been a point of curiosity and concern for the Nathi, the Hegemony finally decide to utilize the gift provided by their neighbors to figure out just what might lurk on the other side.

    5. [Economy]: Buyout trading post 3 in region 77, supporting my own purchase (Roll: 15. Success!)
    - Competing economic interests across the sea raise Hegemony's concerns regarding the export of their sacred material, and as such the crown moves to secure the rest of the region's supply of it with haste.

    Non-actions:

    A. Continue construction of a monument: Rimestone Statuary (5-part project)(4/5)

    Spoiler: The grand monuments of the Nathi are raised up!
    Show
    As the grand construction nears its final stages, the formerly unremarkable plateau overlooking the seemingly bottomless depths of the Crag itself has been thoroughly transformed. Many grand halls have been built up around the smaller parts of the grand statuary, their round cupolas forming quite the regal sight as they are being gilded with reflective quartz by the artisans. The area has been lit up by carefully arranged orbs illuminating the displays and routes between them to provide contrast to the gloom of the depths, some of the displays even using this lighting to their advantage by making the shadows and light part of the grand scenes they are depicting.

    The main focus of the work, however, are still the statues...and by now, they are coming onto their own as a great project. Visions of people of importance rise, dozens of feet tall in best of cases, to show both glory and hardship of Nathi and some of their more liked neighbors. It is only the matter of carefully erecting the ready statues now, the progress slowed by the need to be doubly careful: nobody wishes to be hit by a mass of frozen rock, and the unique properties of the material would make imperfections quite clear to see, should any happen to mar the statues. As the master artisans have worked on this grand project for literal years, nobody wishes to be responsible for such intense shame.

    As they are confident by now that their grand project is about to be complete without issues, the Hegemony has already began to send out invitations for nobility of surrounding regions, as well as the other empire of Polar region. While the security is quite heightened around the site, the Frozen King is prepared to receive influx of visitors to show off the capital's new cultural wonder. Now the unveiling of such has to just be handled with the proper amount of pomp and circumstance... which in the case of a nation as bombastic as Kar-Nath will be "aplenty".

    But the real question is: will it be enough to impress people all around?

    B. Raise reputation with Chelonian Chora using a favor
    - As they can see their reputation with Chora plummeting again thanks to the administrative problems in their newly acquired region, the Hegemony take pre-emptive measures to reinforce their relationship with the organization by calling in some favors.

    C. Contribute an entry to the Crescent Companion (1/2)
    - Never the sort to shy away from contributing to the advancement of warfare, the Nathi may regardless surprise some by their choice to describe the fighting methods of their new citizens instead of their own military excellence.

    Spoiler: Militia of the Plains of Sarkenos
    Show
    The defenders of the Plains of Sarkenos are certainly somewhat more irregular than the standing armies one might often find across the great sea, but their enthusiasm and bravery is regardless unquestionable. As the population of this borderland is made up of a multitude of species with many different ways of fighting, attempting to utilize something from all of them would have been a doomed venture from the outset. As such, the chieftain overseeing the matters of scattered region has come up with a new levy system to be utilized in times of crisis.

    The basics of the military structure of the militia members is split between the delaying force, assault formation, and those with ranged capabilities. As individuals with actual military training tend to be more rare, those with natural armor or bulk thanks to their race generally find themselves delaying enemy advance, while those with more training, experience or prior knowledge of ranged weapons tend to make up the two other sections. While some might contest the decision of using larger groups of less trained militia members as a buffer against the enemy, it works quite well due to their knowledge of fighting a defensive engagement... something already proven by the crippling losses inflicted by Chieftain Rayn during her defense of the Plains.

    While the aristocracy of the Plains maintains stocks of weaponry for militia who may be called upon to defend the territory, many of the more effective weapons come from the homes of these simple folk. Nets, quill-slings and even modified agricultural tools see frequent uses by the patrols in this simple realm, but have proven quite capable of hurting both soldier and beast. The armor of the militia is generally nonexistent, however, and as such the importance of fighting from cover and knowing how to retreat in good order to avoid being run down are drilled into recruits who are expected to see battle.

    The final truly noteworthy aspect of the militia of the Plains is their extensive use of venoms they normally utilize to rid their crops and flocks of pests and weeds, allowing even an untrained youngster to dispatch a more accomplished combatant with single good strike from their weapon of choice. As these poisons are always in ample supply thanks to general demand for them, the militia is never lacking in this surprise advantage.

    Other news:

    - As the Shifting Ennead's ambitions creep closer to their borders, the Hegemony warn of military aid to their enemies, prompting negotiations between the two rival powers. Although the Hegemony has not seen much use in threatening to destroy the Cathedral of Movement, they are not overly fond of their neighbors either, having more contact and dealings with the Riftlings. As such, it has been agreed that Hegemony stand down from joining the fray, provided that the Ennead agree to non-aggression pact ceding the territory to the South of the Cathedral to the Riftlings and Kar-Nath: official talks to ratify the agreement are expected to take place after a while.

    Leader improvements from turn 5:

    +1 Diplomacy, +1 Economy

    Leader stats for turn 6:

    Diplomacy - 7
    Military - 10
    Economy - 8
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-06-26 at 08:05 AM.

  9. - Top - End - #159
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 6 (Years 16-18)

    Polar Bear Faction


    Queen Violet of the Violent Thorns

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

    Next Round: +1 Faith

    Actions:
    Eco 10: Consolidate Holdings (Gain +1 Prestige)
    Faith: Use faith action to contribute to the Songline (+2 favors between this and fluff contribution)
    Faith 5: [Artifact] Maleficent Jello
    Spoiler
    Show
    Here's an artifact pitch, I can go to more mild ones in a lot of ways, but I figured I may as well post the most interesting one first.

    Maleficent Jello

    Turns out, engineering the immortal jellies to have incredibly powerful toxins has had side effects. Vicious side effects. If one were to get into the weird, esoteric fantasy beliefs held by those such as Skullbloom and Stick, magical.

    In small doses, the ink is instantly lethal, but in large doses... it's still lethal, but it radiates. Emanating power, pulsing into a shape that could be molded into anything, should one live long enough to manipulate it. With great scientific work, the grand excess of their years long research was coalesced into a blob. Was it alive...? Skullbloom seemed to think so. Violet had her doubts.

    What was verifiable was that any vines (or indeed, any organic material that got near it) died within the hour, and nothing has survived more than two months of contact. Fortunately, the memories of the Medusa are stored elsewhere, and long as one was willing to 'cut off the hands' so to speak, there was little cost.

    Perhaps isolates with more sturdy bodies could survive prolonged contact? Questions for later. The Medusa were large, but very fragile.

    Yet, there was potential here. This wasn't merely hazardous waste. This could be shaped into Raw Power... to do something. To do lots of things, one suspects that its power is only begun to be harnesses.

    Spoiler: Mechanics
    Show

    Twice per turn, you may pay 1 Treasure to activate the effect of any artifact you have, or the effect of any artifact a player you have a Trade Route with (with said player's permission).

    As a persistent effect, any empire that possesses this artifact for any length of time during a turn loses 1 Unit. No ill effects if there are no units to be decayed away. Players giving permission to have their artifacts copied do not decay a unit. Any player stealing or receiving this artifact in a trade does decay a unit.


    (I'm not sure if the downside is interesting enough, I think it's fun. Not sure if the upside is reasonable, or requires a downside at all, it's already got a cost even before considering the downside of the artifact as a whole. I'm even willing to change fluff in some regards, depending what the final outcome needs to be.)

    Int 5: [Spy] Black Noise
    Eco: Impress Merchants in Riftling Capital (using the newly crafted poisonous Maleficent Jellies) Roll = 20

    Non-Actions
    Use Trade Route with the Riftlings to lend them the use of Maleficent Jellies, to fulfill their Toxins requirement. (Impressing the Local Unruly Merchants to my cause is a more direct route for this)

    Maleficent Jellies
    Like their evolutionary predecessors, Immortal Jellies, these creatures biologically have no end point, multiplying indefinitely and staying around unless otherwise killed or consumed. Which happens a lot inside of nature.

    These however, have been rendered noxious and utterly inedible to any that consume them. Sped up via bioengineering until they have ink like a squid, corrosive to the touch, so even when one gets eaten, the rest survive. The Riftlings were in need of such a toxic fluid, and that was the origin point of the research. But in this process, the Medusa of Eternal Spring have discovered... there's something so much more to these creatures than could ever have been expected.


    Write up Great Project (5 action)
    Stalk Market? Hedge Fund?

    Write up contribution to Songline
    Spoiler
    Show

    The Tall Tales, as they were told, were a religion that used to permeate the halls of the Eternal Spring. They still do, in some echoes. Absorbed into the way some of the denizens perform their rites in the communion. Used as a tool. Only I remember it as it truly was before. I, alone of the Medusa, believe in it as it was in the ancient days.

    Tales themselves having power. Specifically in regards to our peoples, a tale I always believed, and still do, as grim as it looks for our near future. The black one will rise, in an alien dry form. Cast its shadow long over all, and eventually grows to ensnare all of the frost caps.

    A gilded hero will come, on whaleback, followed by several others, and slay the beast. Drive it back into its hallowed egg, although all of the frostworld will go into decay long after the monster has been purged from the lands. It took a century for life to grow again, life in a way that we would call it beautiful, for the plants and jellies to sow into the land, and grow into an Eternal Spring.

    Usually, these tales are about things that happen in the past. Usually, they come from abroad. But I devised this tale myself, unlike so many others. It made enough sense to me, and to those I discussed it with. People even believe it to be our origin, now. Despite being the origin of that story, and a strict adherent to The Tall Tales, I now believe that origin to be false.

    ... I now believe that tale to be one of what comes, rather than what has left us in our wake, and fear what it means for our kind. Please, take this with you. Should I, should we... do not tell anyone you have it, keep this heart safe. One day, our descendants may need the memories.



    Shell Counting
    Spoiler
    Show

    Region 51 (Magma Falls) (Capital) (Fortress) (City)
    Holy Sites: Eternal Communion / Eternal Communion / Eternal Communion
    Resource (Immortal Jellyfish) ESP / Nobody? / Nobody? / City(ESP) (x1)
    TP 1 of 55 Chelonian Hunters
    TP 1, 2 of 57 Woven Seaweed (x2)
    TP 1 of 58 Warped Shells (someone else owns tp 2) (x2)
    TP 1, 2, 3 of 59 Coral Dye (x2)
    TP 2 of 68 Gravelglass (someone else owns tp 1) (x2)
    TP 3 of 71 (Dragon Scales)

    Merchant Supports
    Region 51, 57, 58, 59, 68 (60 next turn)


    Treasure: 5
    Passive Treasure Income: +3
    Costs -1
    (Cap increase to 15)
    Soldiers: 0

    Last edited by Epinephrine_Syn; 2022-06-26 at 04:02 AM.

  10. - Top - End - #160
    Troll in the Playground
     
    ElfRangerGuy

    Join Date
    Jun 2018
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    Belgium
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)


    Leader: High King Lord Deca IV
    Diplomacy: 6
    Military: 5
    Economy: 10
    Faith: 3
    Intrigue: 3

    Actions:

    [1][Economy] explore West region 3, North region 28 (add treasure, +1 DNA rep) (gain favour from DNA) 17
    [2][Diplomacy] explore North region 3 (diplomatic mission, add treasure, +1 DNA rep) (gain favour from DNA) 19 (includes free sway, TBD after exploration results are known)
    [3][military] Drums In The Deep: train with Stewards (counts as 2 military actions)
    [4][intrigue] Drums In The Deep: train with Stewards (counts as 2 intrigue actions)
    [5][Diplomacy] raise rep chelonian chora (0-1, TN10, add treasure) 11

    rolls: https://forums.giantitp.com/showsing...&postcount=285 (for actions 1-2)
    https://forums.giantitp.com/showsing...&postcount=306 (for action 5)

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)
    -Use favour gained from Divine Nacres last round to raise rep (1->2)
    -Resist swaying in region 13 (can't succeed, but try nevertheless)
    -add entry in Crescent Companion

    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: 3

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxic Filtering

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

    New stats
    stat increase: diplomacy +1, intrigue +1, military +1
    Diplomacy: 7
    Military: 6
    Economy: 10
    Faith: 3
    Intrigue: 4

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



    Spoiler: news
    Show

    -A new era of exploration has dawned. With the new technology that allows crossing of toxic borders explorers and diplomats of the Hymenocera Expanse move into the regions North and West of the Expanse to see what's there.

    -A large set of training exercises between Abyssal units and the Hymenocera army will start.



    Spoiler: Exploration
    Show

    2 exploration parties are send out. One of traders who will go to the West and one of diplomats who will go North. Both have the same orders. See what's there and try to convince the natives (if any) to join the Expanse.


    Spoiler: Drums in the deep
    Show

    A large set of maneuvers between the army of the Expanse and the units stationed at the Smoking Garden start, in order to cross-train. Abyssal techniques for fighting Titans are learned to both sets of units, next to normal training

    Back in the capital and in the Abyssal base, scribes and senior officers are trained in recognising the signs of Titan's presence, as well as doing sand table exercises.


    Spoiler: Region 13
    Show

    After marrying into the ruling line, it was clear that the Lojanese wanted to gain a larger foothold in the region. But with the new exploration closer to home, the attempts to block this were half-assed and didn't really work.


    Spoiler: Crescent Companion
    Show

    The Hymenocera army:
    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

    armour: The best Hymenocera armour is used.
    Line infantry: a heavy plate just beneath the mouth, a couple of interlocking heavy plates on the back and the tail (both top and sides) and some smaller plates on the legs, pincers and to protect the eyes.
    Scout infantry: heavy Breast and back plate as line infantry, but no plates on legs, pincers and eyes.

    Heavy cavalry: same as line infantry, but adapted to make it easier to hold onto the backs of the mantis shrimp
    Light cavalry: as scout infantry, but adapted to make it easier to hold onto the backs of the mantis shrimp

    Heavy cavalry mounts: heavy front plate as Hymenocera infantry, then heavy plates along the sides to protect the legs and vital organs. Some heavy plates near the tail along weak spots, but they are armoured enough by themselves on the back not to need additional armour.
    Light cavalry mounts: Same as heavy cavalry, but lighter plates

    Weapons
    infantry: they use the barbed and poisonous spines of certain sea urchins as spears. As these break off easily, each infanterist carries several. When they are done, they will use their pincers as hand weapons. Pincers are sharpened and small left-over bits of plate are put on it as spikes. They also carry a bit of plate as shield. Some scout infantry only use their pincers and don't carry spears.
    cavalry: they use the similar poisonous spines like the infantry, just from a different sea urchin so it's a bit longer. The main weapon is the mantis shrimp itself, which has either spears or clubs they can use to attack the enemy.

    Last edited by farothel; 2022-06-25 at 10:29 AM.
    Clacks-Overhead: GNU Terry Pratchett

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

  11. - Top - End - #161
    Troll in the Playground
     
    bc56's Avatar

    Join Date
    Jan 2018
    Location
    Sector ZZ9 Plural Z Alpha
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Pfilghol

    Olgght, The-one-who-consumes
    Diplomacy: 3
    Military: 10
    Economy: 4+2
    Faith: 2
    Intrigue: 6

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Military 10: Perfect Gtsit's Tactical Doctrine: "Sea's Opportunity"

    Economy: Impress Reaved Merchants in the Pfithreef (132)
    Using Shiv'rchins to meet desired resource

    Economy: Impress Merchants in Region 104
    Using Luxurious Hides to meet desired resource

    Economy: Buyout 131 TP 3 for Kelp

    Economy: Buyout 133 TP 1 for Dendrotoxin

    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:
    Accept Trophic Deconvolution and Anoxic Adaptation

    Non-actions



    Spoiler: Passive Bonuses
    Show
    Reputation:
    ABS 1: +1 to resist Sack and Coerce
    ABS 2: +2 to resist Secret Actions

    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: 5/7
    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:
    Luxurious Hides: 101.1
    Shiv'rchins: 104.1
    Mineblossom Sponges: 130.1
    War-Jellies: 132.1
    Hard Metal: 132.BASE

    Economic Techs:
    Composite Grafting
    Trophic Deconvolution
    Anoxic Adaptation

    Spoiler: Artifacts
    Show
    Kela Ein Kamohu: 1/turn +1 to Sack or +1 to battle if win or tie TM, +1 extra if TM victory by 6 or more, -1 leader loss if fail or tie TM.

    Spoiler: Spies
    Show

    Ktloso: 7

    Spoiler: Special
    Show

    Gan Kotzim - the Thorn Gardens: ABS base, 132

    Shallows Appreciation grand champion!
    Last edited by bc56; 2022-06-25 at 10:39 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

  12. - Top - End - #162
    Dwarf in the Playground
     
    Aerin's Avatar

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    Mar 2022
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    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate region, Capital: 135
    Round 6

    Spoiler: Ruler stats and stat increases
    Show
    Ruler: Ispe of the Cyan Shade, Eldest of the Matriarchs

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

    Ruler increases: +2 Intrigue

    Ruler stats for round 7:
    Diplomacy - 3
    Military - 4
    Economy - 6
    Faith - 2
    Intrigue - 8

    Spoiler: On the reaver attack
    Show
    Despite the Matriarchs' uncharacteristic willingness to allocate funds to Divine Nacre guardians (rumors say that members of several Shades threatened to depose their ruling Matriarchs if protection was not secured), Lux-Glossia was struck hard. The assailants seemed to specifically target members of the administration, though no citizen completely escaped the violence. Roughly 10% of the Matriarchs were mortally wounded or killed, another 20% were kidnapped, and the remainder were untouched by the violence or got away with survivable injuries, though some may have had close calls. Whether or not the close brush with death will influence future policy decisions remains to be seen.

    Several important figures were impacted by the attacks. Most notably Grand Matriarch Ramira was killed by the reavers, although there were no witnesses. He is now succeeded by the next-eldest Matriarch of the Grand Conclave, Ispe of the Cyan Shade. Those who disliked his policies, which tended to favor smaller settlements at the expense of the Leriander elite, are blocking all attempts to more closely investigate his death. Lia, Matriarch of the Cerulean Shade, and well-known scribe of the Grand Conclave was badly maimed, losing an eye and the prehensile tendril she used to write. She maintains her position as Matriarch despite her injuries. Laestrika, Matriarch of the Carmine Shade on the border of the Glossian Sea with Costa Sereia, has gone missing. In an unusual turn of affairs, her Shade has elected one of her sons, now a daughter, Alyra, to fill the Matriarchy seat as they feel she will be able to most effectively continue Laestrika's legacy.

    Actions:

    1. Intrigue: Investigate west of region 176. [11, FAILURE]

    2. Intrigue: Investigate northwest of region 102. [16, SUCCESS]

    3. Intrigue: Investigate north of region 111. [10, FAILURE]

    Spoiler: On exploration
    Show
    Lux-Glossia has always had a population problem, producing more young explorers than the region can support with its meager algae harvests. Recently, however, with a burgeoning stability brought about by imported kelp from the Otterians, the rational towards continuing to send parties far afield has turned increasingly to speculation and the divine. Chelonian travelers bring tales of luxurious, futuristic civilizations of mythical creatures from across the wastes. Priests of the Way tell fabulous stories of the wonders to be uncovered lurking in the depths, hidden under ice sheets, or locked behind a maze of shifting toxic currents. Or perhaps if one wishes to be cynical, Ispe simply wants to be memorialized in history as the Matriarch who did the most to expand Lux-Glossian maps.

    4. Intrigue 5: Create a spy, codename Topaz. [7 Intrigue]

    Spoiler: A debate on decontamination
    Show
    The Grand Conclave was deadlocked, and Ispe refused to tiebreak. Neither the clerically-minded Matriarchs, mostly from Holy Ovum, nor the battered merchant Matriarchs of the recently attacked Leriander could reach a majority. Vicious debates rocked the procession chamber, with one side insisting the foulness could be prayed away with the proper rites and the other side already thinking of the profits to be made from monopolizing the resources required for ecological restoration. Eventually a solution was reached that satisfied no one: an individual would be trained to travel to region 96 and discretely ask some leading questions about the source of the miasma and the natives' funds.

    Despite the discord, very few Lux-Glossians were completely against decontamination. To commit oneself to living in the most hostile of environments is something that is deeply admired in Lux-Glossian culture, and for this the natives of region 96 have earned Lux-Glossia's respect.

    5. Faith: Set the 15 Holy Site bonus for the Lux-Glossian Way to target Investigation actions. [2d6 -> 2d8]

    Spoiler: The Tideswept Shelf grows
    Show
    With an influx of four Shades over three years under Ramira's rule, the Tideswept Shelf develops into a burgeoning religious community to rival Holy Ovum. The cliffside temple of the colony is particularly renowned for training religious missionaries in the methods of the Flowing Way as practiced by Lux-Glossia, and attracts soon-to-be explorers from many Shades.

    Non-Actions:

    1. Contribute to the Neritic Manuals. (2/2)

    Spoiler: Driftwood crafts
    Show
    The Lux-Glossian sea is perpetually shaded by a morass of driftwood of varying qualities. Little of the wood is used in architecture, as it tends to be partially rotted and structurally unsound. However, it's a popular media for sculpture. Many of Leriander's culturally elite artists spend their days searching for collections of pieces that have the perfect qualities for their works: grain size, knottiness, wood color, presence or absence of acquired vegetative life, damage patterns, buoyancy, amount of weathering, and texture. These artisans whittle, carve, and attach driftwood chunks into (arguably) beautiful decorative and functional elements. Several artists and craftspeople are famous in Lux-Glossia for their sculpture: Master craftswoman Yori of the Red Shade, who crafts dinnerware, storage vessels, and utensils. Up-and-coming artist Urisha of the Cyan Shade, who commissions fortunes for portraiture. Even Lohunder of the Green Shade, who exclusively creates miniature seahorse figurines. Street vendors sell beginner whittling kits, and well-crafted sculpture tools are in high demand.


    Spoiler: Reminders for myself
    Show
    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
    Make a flag!
    Neritic Manuals ends at the end of round 7
    Crescent Companion ends at the end of round 10
    You should (probably) get something for contributing an action when the songline of the broken seas ends at the end of round 6
    Start a monumental undertaking - need to ask to borrow friend's tablet for drawing
    Last edited by Aerin; 2022-06-26 at 02:40 AM.

  13. - Top - End - #163
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 6
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D9 ; M9 ; E4 ; F2 ; I3


    Actions
    1. [DIP Sway Aristocrats in Danabae [69]] SUCCESS
      Gathering what loyal Doflein he still has, Antenius meets with the rest of the Princes and makes oaths, guarantees, and even a handful of compromises to bring the ever fickle nobles back under his sway. Those who let rumor spill from this meeting seem as fearful as they do hopeful. It seems Antenius' main thrust was warning of an impending change sure to rock all of Danabae.
    2. [DIP Press Confederacy Claim in [68]] FAILURE (ouch.)
      Antenius' impatience gets the better of him, and the stubbornness of the leadership to the south extends past refusing death - the mad rush for territory has soured relations, and an agreement for unity can not be reached.

      Several of the Prince's attendants went missing in his ensuing rage.

    3. [ECO Buyout TP 74.1 - Firefly Squid] FAILURE
      Indirect taxes prove insufficient to satisfy the worms that make up the merchants in Danabae. Hoping to slay two perch with one stone, Antenius seeks direct control over the Firefly Squids to improve his military and satiate his greedy traders.


    4. [MIL Raise Unit] ----------pOLAR----------
    5. [MIL Invade The Cathedral of Movement [76]
      Spoiler: Battle Details
      Show
      Target: Cathedral of Movement: Region 76
      Commander: Balelia (9)
      TacDoc: Integrate the Captives (-10% Casualties on both sides, Free Impress Aristocracy on success)
      Units: 7
      Route: 69>68>58>67
      Tech: N/A

      In a sudden and controversial move, Antenius orders an invasion of the Cathedral of Movement. Agreements are made with the Ennead's two powerful neighbors to ensure an unmolested assault, and Balelia is dispatched to bring the freezing waters under Doflein control.




    Non-Actions
    1. Though the Stewards are far from the most interesting institution in the seas, the Doflein are intrigued by the notion of a collection of military knowledge. Antenius orders Balelia to take care of the submission.

      At first, the general is concerned. Her Prince ordered her to work? And on a project for which she cares so little? Battle is the means to an end, nothing more. Fortunately, she soon realizes her errors. Just as she might in a war, she turns to her staff and orders them to prepare a report. The following is the Shifting Ennead's (first?) submission to The Crescent Companion.
      Spoiler: Submission to the Crescent Companion
      Show


      When going to war, the Shifting Ennead builds its force on the backs of its knights and champions, the Beaks. The are professional soldiers, skilled warriors, and capable subcommanders. Each Beak is expected to call up a retinue of levies, typically around 30 serfs per Beak.

      The soldiers of the Ennead are required to supply their own armaments. The Nautilites which make up the Beaks are advantaged, here: they are both wealthier and better equipped innately than the Mer. A Beak, on average, will carry into battle two small shields - barely bucklers - made of woven reeds and a number of spears, each meant to be thrust and reused, or left within the body of a foe, as the situation demands. The Beaks also cover their faces with a thick weave of weeds and leather, painted to match their shells.

      The exception, here, is the retainers of the Doflein. These Beaks wield one large shield, two small spears, and have small shards of obsidian implanted into the ends of two tentacles for stabbing and slashing. Two Nautilites in ten in this service also wield mercatchers, to better serve their lords' whims.

      The Mer tend to be armed in a wide variety of gear, from long spears to short, chopping axes to pitchforks and other farming equipment. For protection, the levies sport quilted cloth, sometimes stuffed with small rocks for added protection and to avoid being shoved around by larger or stronger foes.

      As units, the levies fight in blocks of soldiers. If enough serfs arrive with shields, a shieldwall is formed. Otherwise, the Beaks rely on their soldiers having enough reach weapons to ward off direct assault. While the levies hold the line, the Beaks move swiftly in on their jets of water, swooping into the enemy lines and killing with abandon.

      Under General Balelia, there are slight adaptions to this broad strategy. The Beaks are armed more often with mercatchers and nets, and the front ranks of the Mer are provides large woven shields, from the armory of the general herself. She cares not for their safety, do not be mistaken. She simply prioritizes a slow battle with many prisoners over a quick victory. Unlike the more ruthless generals of other forces, Balelia also prohibits chasing routed foes. Instead, the Beaks and levies emphasize securing early prisoners and bringing them to the biologists in the general's staff.

      As the Ennead's grasp extends into new waters, these patterns will likely shift over time. For instance, the leadership of the Beaks is already toying with coopting the Firefly Squids from Maurente into a sort of shock cavalry. One young Nautilite has even suggested forcing Infernos onto the battlefield, consequences and casualties be damned.

      Only time will tell how, if at all, the Ennead will adapt.


    Reports and Discoveries
    • The Ennead's invasion of the Cathedral does not go unnoticed, nor uncontested, by their shared neighbors. Delegates from the Kar Nath Hegemony arrive to speak with Telian and Antenius, and deals are arranged. Henceforth, the territory directly south of the Cathedral of Movement will belong to the Riftlings and the Hegemony, to be divided as deemed fit between the two powers. The Ennead and Hegemony will agree to mutual nonaggression. The Ennead will neither impede nor assault merchants, priests, or any other civilians of the Hegemony in any attempts to move west, nor will they undertake similar actions to otherwise interfere with the movements or activities thereof. In exchange, the Hegemony will in no way interfere with the Ennead's annexation of the waters of the Congregation of the Scintillating Ceiling.




    Ruler Stats R7:
    D: 10
    M: 10
    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; 2022-06-26 at 12:14 AM.

  14. - Top - End - #164
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Los Angeles
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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

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

    Expected Stat Increases: +1 Military, +1 Economy

    ...

    Actions
    • Military - Raise 1 Unit
    • Military - Dispatch 1 Unit under Netra the Rubicund Fist (Mil 8) to lead the defense of Bloodhome, attempting to activate Victory is Life (+2 Battles, +10% own casualties, +10% opponent casualties)
    • Military - Impress Aristocracy in Region 24 - 15
    • Economy - Buy Out TP 1 of Seaglass in Region 8 - 15
    • Economy - Buy Out TP 1 of Delicate Mussels in Region 32 - 15


    Non-Actions
    • ...
    Last edited by TheDarkDM; 2022-06-23 at 04:44 PM.

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

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

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

  15. - Top - End - #165
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

    Join Date
    Jan 2019

    Default Re: Empire 7: Into the Depths IC Thread

    McTavish Enterprises
    (Round 6)
    Captain of Executive Operations Eleazer McTavish




    Actions
    [Economy] Buyout 112.1 for Bonemeal 13:
    [Economy] Buyout 113.1 for Phosphorite 11:
    [Economy] Buyout 134.3 for Cobalt Dye 11:
    [Economy] Improve resource quantity in region 112 (1/2): The offer of a business merger from Jo Soo of Fortified Bone Meal, Inc. is an appealing prospect to the officers of McTavish Enterprises. Seeking to diversify their assets, as well as obtain a source of low-skill labor, they begin investing in bonemeal production. Whether they will complete the offered merger or cash out the soon-to-be defunct Fortified Bone Meal, Inc. is currently unknown.
    [Military] Raise a Unit: Giant lobsters, genetically modified with shells and pincers of Mineblossom shell, as hard as steel and sharpenable to a murderous edge.

    Bonus Actions
    [Economy] Hoard Treasure:
    [Economy] Hoard Treasure:

    Nonactions:
    Resist buyouts

    Spoiler: News and Rumors
    Show



    Spoiler: Technologies
    Show

    Composite Grafting

    Spoiler: Bookeeping and Ruler Info
    Show

    Units: 0

    Treasures: 0

    Resources Controlled: Mineblossom Sponges (130.3)

    Captain Eleazer McTavish

    Diplomacy: 3
    Military: 2
    Economy: 5 [+3]
    Faith: 1
    Intrigue: 4
    Last edited by Gaius Hermicus; 2022-06-25 at 06:13 PM.
    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

  16. - Top - End - #166
    Dwarf in the Playground
     
    Imp

    Join Date
    Sep 2020

    Default Re: Empire 7: Into the Depths IC Thread

    Forests of Astral Yearning

    The Flowering Everlight
    D2 M3 E5 F9 I1
    +2F


    [Faith] Impress Clergy in R10 (12)

    [Faith] Impress Clergy in R18 (12)

    [Faith] Impress Clergy in R8 (14)

    [Faith] Impress Clergy in R15 (12)

    [Faith]Impress Clergy in R13 (15)

    Non Actions:
    Resist all conversions
    Resist all buyouts
    Accept the supply of Siren from the Lojanese Trade Route
    Last edited by Torv; 2022-06-15 at 05:35 AM.

  17. - Top - End - #167
    Ettin in the Playground
     
    Tychris1's Avatar

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    Mt. Ebott
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    Default Re: Empire 7: Into the Depths

    The Lighthouse



    Ruler: The Vessel, freshly daubed in Lamplighter Blood
    Regions: 7, 19
    D: 5
    M: 10
    E: 6
    F: 5
    I: 2

    Actions:

    1) Military: Invade Bloodhome, Region 26
    Units: 3
    Route: Adjacency from 19
    Leader: The Tarnished Lamplighter, Torrent (Sub-Commander).
    Doctrine: GOLDEN. VICTORY. AT. ALL. COSTS.
    Artifacts Brought to Bear:War Palanquin of the Anointed Dead, The Radiant Blade
    It is time we claim the holy land. The Radiance shone us here. We must kill for the soul.


    2) Diplomacy: Establish Confederation Claim on 18 Fail
    3) Diplomacy: Sway Aristocracy in Region 19 Success
    4) Faith: Claim Faith Head
    5) Faith: Impress Clergy Region 19 Success

    Rolls

    Ruler Stat Increases: +1 Diplomacy, +1 Faith

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

    Stats next round
    D: 6
    M: 10
    E: 6
    F: 6
    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
    Jaderock Coral TP 2 Region 21

    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; 2022-06-15 at 04:36 PM.
    “I’m a Terrorist not an idiot.” - Me
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  18. - Top - End - #168
    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] Consolidate Holdings
    [I]For many years Drifts and travelers have converged on Deepdrift each winter season, trading goods and gossip while they took shelter from the harsh seasonal storms. Now, as the the Seatide Confederacy's trade routes extend far beyond its borders, this meeting becomes something more. Judge Shimmering Turquoise has this year declared the first Great Fair of Deepdrift. The city is officially open to all races and travelers during the fair period, which stretches from mid fall until late winter. The only requirement is that all comers respect the laws of the land and come in peace. Confederate warriors patrol the sea-lanes into Deepdrift and keep a watchful eye on the fair.
    At the heart of the fair is the new Fairgrounds: a massive open space snugly sheltered between several rising mounds of stone. A great series of coral pillars and fabric awnings provides fairgoers with shelter from the torrid waters above, and dissects the fairground into thousands of distinct sections. While many of these are managed by Drifts or merchants selling their wares, others are drinking shops, restaurants, musician's stages, games or other services for the fairgoers. For those seeking more discreet activities, the fair extends into the surrounding caves, where quiet, out-of-the way conversations can be had. Outside of Deepdrift, a complex of expanded tunnels and storage tents provides storage for the massive influx of goods from parts unknown. And at the center of everything, a new Council Tent rises above the city and the fair. Reinforced with carved stone pillars and bone ribbing, the great tent is large enough to house hundreds of Pepsin. The tent's thick fabric is woven with luminescent threads, causing it to glow in shimmering colored tapestries that tell the story of the Pepsin settlement of Deepdrift. Inside, ivory chandeliers hang from the support pillars, glowing in warm colors. Antechambers are set apart from the main room by thick fabric, while the circular center-chamber is adorned with hanging jewels and soft cushions arranged in a great circle.
    The confederacy collects dues on transaction that takes place at the fair.
    Though this nexus of wealth, goods and people flow across the Polar region, with the Confederacy getting a cut of every transaction. Many younger Drifts do not even hold land inside Seatide, instead spending their time traveling from place to place, trading and subsisting off their commerce, only visiting the homeland during the fair months. The Confederacy, once a mere meeting of the Drifts, now has the wealth to stand as a true government.
    [Diplomacy]Sway Faction (Merchants, 69)
    For years, the Shifting Ennead has struggled to quiet a merchant populace it neither trusts nor understands. With tensions at a breaking-point, Judge Shimmering Turquoise has graciously offered to act as an intermediary and "take the problem off your hands." Seatide merchants move into the markets of Danabae, playing as kingmakers by offering to supply much-desired Inkfang Worms, Firefly Squid and Untalented Crabs to desperate vendors. Those who refuse to cooperate with Seatide suppliers, or who display tendencies, are simply not supplied. The demands of economics will ensure that their businesses collapse in due time.
    [Diplomacy]Diplomatic Mission
    [Diplomacy]Diplomatic Mission
    The population of Seatide has begun to swell with the newfound wealth of many drifts. Many open seas are overgrazed, leading to thinner herds and flaring tempers as Drifts squabble over grazing rights. In hopes of alleviating this population pressure and finding new grazing seas, Judge Shimmering Turquoise has commissioned two small drifts to venture north-east and north-west, respectively. Each drift brings with it a small number of Sting-Warriors as guards, as well as luxurious gifts for any peoples they might encounter
    [Diplomacy]Sway Faction (Merchants, 67)
    A Drift travels south to the Cathedral of Movement, following the tides and seeking enlightenment, but stays to dine and speak with the local merchant establishment in the hopes of making useful connections for future expeditions.[/LIST]

    Non-Actions:
    Support the Shifting Ennead's buyout in region 74
    Support the Gravetender's Conversion attempt in 79

    Die Rolls: https://forums.giantitp.com/showsing...&postcount=302

    Spoiler: Crimson Champion Entry
    Show

    Pepsin Sting-Warriors have been the military arm of the Seatide Confederacy ever since they departed the depths for their new home. These warriors wear no armor to hinder their voice or movement. Instead, they paint themselves with warpaint made from thick mucus, which deflects and absorbs enemy blows. Sting Warriors usually carry sharpened spears and blades made from coral, which they augment by removing some of their own stinging tentacles and wrapping them around their weapons. A Pepsin's sting can incapacitate an enemy with agonizing pain, or even stop the victim's heart. Even after amputation, the stingers will remain active for hours, and will naturally grip onto victims.

    Warriors will also bring trained Lasquids with them to the battlefield. While trained War Lasquids are expensive and difficult to train, they can be deadly in battle. Working in conjunction with a warrior's directions, they can blind an enemy with a spread of ink to the face, or bite and nip at them from an angle to distract them from the warrior's weapon.

    In battle Sting Warriors will try to disrupt enemy formations before closing in to finish opponents in one-on-one fights. This usually involved hurling spears and harpoons at the enemy line, then charging while unleashing a bedazzling "War shout" of bright colors and confusing patterns. War Squids will rush in to bite and nip at distracted enemies, then the Sting-Warriors can engage their (hopefully) confused and disoriented foes in melee. Young warriors unfit to serve on the front lines will instead often act as porters, carrying extra spears, weapons, and other supplies.

    Almost all Pepsin are taught their form of martial arts, referred to as "Five Red Lines." This combat style capitalizes on the Pepsin's long reach and burning stingers by teaching practitioners to maintain distance and attack in short bursts of furious activity. It is not usual during war for adult Drift-members to serve as warriors, fighting to protect the rest of the Drift. This has the added benefit of making Sting-Warrior parties particularly mobile: a war party can bring its own food and supplies with it without needed to requisition materiel or carry large baggage trains. Professional warriors, however, are rare. Only the Judge and the very wealthiest Drifts have the wealth and need to hire professional warriors to serve as full-time combatants.


    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 8 (+2)
    Military: 3
    Economy: 10
    Faith: 5
    intrigue: 3

    Military Units: 2

    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:
    [Untalented Crab (65, TP1)] Support
    [Gravelglass (68, TP1)]
    [Edible Algae (69, TP3)]
    [Inkfang Worms (70, TP2)]
    [Rust-Veined Pumice (73, TP3)]
    [Firefly Squid (74, TP1)] Support
    [Magnetic Sand (75. TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP1)] Support
    [Bluefish Antifreeze, Seatide (79, TP2)] Support
    [Bluefish Antifreeze, Seatide (79, TP3)] Support
    ETP Total: 16

    Treasure: 5 (+2 / Turn)

    Factional Support:
    (52) - Merchant (Supply Firefly Squid)
    (65) - Merchant (Supply Rust-Veined Pumice)
    (74) - Merchant (Supply Edible Algae)
    (75) - Merchant (Supply Inkfang Worms)
    Seatide (79) - Merchant, Aristocrat, Clergy (Supply Firefly Squid)

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

    Reputation:
    Owe 1 Favor to the Divine Nacres
    Last edited by Talis; 2022-06-26 at 12:05 AM.

  19. - Top - End - #169
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 6

    Spoiler: Tropical
    Show

    The lack of trade in the Dunes of Revelations has far-reaching impacts on the ability of the Forests of Astral Yearning to maintain their way of life. Desperate for precious toxins, the entrepreneurial locals begin turning on the local addicts, disrupting the deep and precious cycles that maintain communion with the Kelpies. Region 17 lacks its Desired Import! Unruly merchants attempt to Undermine the Clerical support in region 17! Region 17’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased!



    Spoiler: Polar
    Show
    The outward-facing pods of the Riftlings Many are excruciatingly aware of how dependent they are on external sources for their precious poisons. The whispering has already begun: if the Youngest cannot keep these waters clean of profane flourishings without the help of others, then perhaps the Youngest is not fit to lead. Region 60’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased!

    Discontent in Danabae festers like a wound. A joke begins to circulate: What do you call a useless modification to the body? Prince Antenius’ Ear. It’s still made quietly, but there is a very real current of resentment there. Region 69’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased!


    Spoiler: Temperate
    Show
    Although Orope’s hunger for implements of record-keeping is filled, its merchants remain wary. If the Grand Master will not secure direct control of the precious materials that enable their comfortable lives, is he truly trustworthy? That lost trust may yet prove dangerous. Region 114’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased.
    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.

  20. - Top - End - #170
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 6

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

    Actions:

    1: [Faith] Continue construction of the Blossoming Icons.
    Kelusyn's dedication bears fruit, but it isn't a method of harnessing the resonance itself. The Makers were far ahead of the Gravetenders' understanding, and it shows. Their initial experiments instead result in the manifestation of images of the Gravetenders involved, scattered throughout the lands around Bastion. Sersi sets Kelusyn to this as their primary investigation, and the true construction of the Blossoming Icons begins. A series of massive crystal chambers, balanced carefully in the ocean above the New City Pardalis.

    2: [Faith] Continue construction of the Blossoming Icons.
    The dream is simple and complex all at once. What if they didn't need to travel? What if they could project their voices all across the ocean. Kelusyn's blank check is already set to work on the construction as their efforts are realized. The project is massive, requiring significant coordination among Bastion's administrative ranks. Still, the dream of seeing the oceans beyond, of many Gravetenders being able to explore and debate by proxy, captures their imaginations. The same source of crystal that once supplied the creation of Dead City Urodela is tapped again, extreme care taken to bring only the purest examples.

    3: [Military] Construct a Fortress in Bastion.
    Sersi, as much of a leader as Pardalis has by organic reckoning, clearly understands how important Bastion will be as the Gravetenders move into the future. With this firm in her mind, she orders the construction of a fortress. Many Gravetenders are pulled from the Blossoming Icon project, but her judgement is not questioned... any more than everything among the Gravetenders is. The fortress will guard Pardalis from attack, and protect their grand wonder, should the polar ocean become less safe for their kind.

    4: [Faith] Attempt conversion of Holy Site 1 in Spawn Point. [Roll: 16, Success!]
    The contingent of Gravetenders who have made their way across the ocean to Deep Blue's territory have, at last, made contact properly. It seems something of the Blossoming Sequence has made a connection.

    5: [Faith] Attempt conversion of Holy Site 3 in Seatide. [Roll: 17, Success!]
    Of course, the Gravetenders visit their neighbors, a small number of Reliquaries set aside for this very purpose. The Stillwater, especially, attracts their attention. For once, Gravetenders go silent, embracing the stillness as a form of meditation. A safe distance away, the Blossoming Sequence discusses the insights they have gained.

    [ROLL 4]
    [ROLL 5]


    Non-Actions:


    Spoiler: Stat Changes
    Show


    Faith: 8 > 10

    Stats for next round:

    Diplomacy - 5
    Military - 5
    Economy - 7
    Faith - 10
    Intrigue - 3

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used: Faith 5, Economy 5, Diplomacy 5, Military 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.
    Electrodialytic Staurozoa A specialized variety of sessile jellyfish, engineered by the Divine Nacres to partially desalinate seawater through electrodialysis across its outer membrane. Attaching them near the gills or other water intake organs provides cleaner and safer water at the cost of a buildup of supersaturated seawater inside the jellyfish’s body and precipitated calcium on the outside, which must be periodically expelled or scrubbed off, respectively. Effect: May ignore the increased effective distance from a Briny border up to twice per round. This does not reduce the effect of Briny borders on distance loss calculations.

    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 8

    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.
    [bastion part 2]
    [75]

    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; 2022-06-24 at 08:22 PM.

  21. - Top - End - #171
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread


    Primarch Marcion

    Diplomacy 7
    Military 3
    Economy 6
    Faith 6
    Intrigue 1


    Actions-

    Diplomacy Sway aristocracy 125 success

    Diplomacy Sway aristocracy 120 success

    Sakura-Jin missionaries seek to convert the people newly discovered peoples to the true faith by starting with their leaders


    Economy buyout 138.3
    Pure berries will be useful in coaxing the merchants of 117, who seek preservatives, maybe? fail

    Economy trade TP with Gotezhar
    At long last, Shells for the people!!

    Military- train with ABS
    The new Astartes Legions will learn much from the people of the Deep, as they lack their own Military culture.

    Spy Action! Project Eusebia does something!

    Spoiler: The Great Museum
    Show

    What shall be the theme of the mosaics used to decorate the Great Museum?

    Various teams of artists competed to be the main decorators. Eventually a theme was chosen of the Sakura-Do conquest and perfection of nature. Natural, fungible beings are shown, as the first part of a set of triptychs. Then panels showing genitor priests and various equipment, then the new, bespoke versions.


    Non-action- transfer brackish border technology to Pfithreef

    Stat gains- +1 Dipl, +1 Econ, +1 Mil

    Diplomacy 8
    Military 4
    Economy 7
    Faith 6
    Intrigue 1

    Current treasure: 5!

    Rolls
    Last edited by Feathersnow; 2022-06-25 at 10:12 AM.
    GNU Terry Pratchett
    Survived Total War: Mandate of Heaven as The Witch-Doctors
    Thrived in Empire! 7 as the Sakura-Jin

  22. - Top - End - #172
    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 6
    Spoiler: News and Rumors
    Show
    Gossip spreads like surface ripples that the 'assistant' accompanying the madrina on her travels to Orope is actually a younger scion of another family. The head of the Alverna family has not been known to have a partner in over two decades since the death of her spouse to sickness. While having an unmarried partner is no wild scandal on its own, her position as head of the costa invites much analysis and speculation. That none of the other families come forward or acknowledge the identity of this individual leads each of the costa to suspect the others are attempting to leverage a tryst for their own aims. That the description of the assistant varies from telling to telling only adds to the confusion


    Actions:

    1) [Economy] Impress Unruly Merchants - Region 114 (Roll: 15 - Success)
    2) [Economy] Impress Reaved Merchants - Region 124 (Roll: 16 - Success)
    3) [Economy] Impress Reaved Merchants - Region 130 (Roll: 18 - Success)
    The Costa begin a massive outreach to the victims of the reavers, sending cadres of merchants and workers to fill out the decimated ranks of production. That it leaves them with a majority influence in many of these locations is a fortunate side effect of the efforts of compassion.

    4) [Military] Recruit Militia and receive +1 ABS Rep
    5) [Military] Contribute to the Crescent Companion Project (+1 ABS Favor)
    After the terrifying assaults of the Reavers, and with the continued encouragement (or skepticism) of the Abyssal Stewards, Illdo Loura continues to arm and train the Sereia Militia. Support and volunteers are at an all-time high.

    Non-actions:
    What secrets hold the Deep?
    Attend the King’s Conference diplomatic event in Orope.


    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 7; Military 4; Economy 10; Faith 3; Intrigue 6)
    End-of-turn increase: Economy +1, Military +1
    New Leader next turn: No

    Generals:
    Spies: Veruha Mascerena (Intrigue 7)

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

    Spoiler: Relations of State
    Show
    Cultural Exchanges: The Gotezhar; The Cyphiri Union

    Spoiler: Resources
    Show
    Units: Sereia Militia x1
    Treasure: 3
    Reputation: ABS (0); CCA (0); DNA (0); PRS (1)
    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 & Merchant Support(Reaved)
    > Plankton - 124 TP2 & Merchant Support(Reaved)
    > Pure Berries - 138 TP2
    > War Cultivator Supplies - 97 TP1
    Primary Religion: Brilhinte (4 Holy Sites)
    > Temple of Jurxo - 97 HS1
    > 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; 2022-06-23 at 09:12 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

  23. - Top - End - #173
    Barbarian in the Playground
     
    Silent_Interim's Avatar

    Join Date
    Apr 2015
    Location
    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    NPC Actions: Round 6
    Spoiler: Tropical
    Show

    The Chorus of the Crimson Choir
    Living-Speaker Hurn the Wise
    Dip 10 Mil 2 Eco 2 Fai 8 Int 5
    [Military] Defend region 26 with 2 units and 1 unit from Aristocratic Support for 3 units total. No techs. Defer to the leadership of Netra the Rubicund Fist.
    [Faith] Cast Out The Lighthouse.
    Non-action:
    Contest the Lighthouse for Faith Head. (Fail, 17.)
    Perfidy! Calumny! The wretches in the Lighthouse will regret marching against the TRUE custodians of the Reef in Red! Though they stand prepared for their deaths, the people of Bloodhome will give not one inch without falling, for they stand in defence of their god!
    Wracked by instability, and with a leadership in decline, the Chorus of the Crimson Choir is not long for this world. The Chant may live on, but regardless of the outcome of this battle, the Chorus of the Crimson Choir will collapse. The outcome of the battle will affect what emerges in the aftermath.

    The Seablood Khanate
    Jirai Khan
    Dip 1 Mil 4 Eco 7 Fai 3 Int 5
    [Military]Raise a unit.
    [Military]Raise a unit.

    Attribute increase: +1 Military.

    Offer: Any country with at least three units may guarantee the independence of region 18 as a PRS treaty at any event. (The leader of region 18 will attend the event to ratify it.) The deal must commit the signatory to assign at least three units to the defence of region 18 if it is attacked by any power, and to not attack the region themself. In exchange, region 18 offers its Mercantile support, and the difficulty of creating or pressing a Confederation or Marriage claim with them will be reduced by 2 for any signatory. If more than one country wishes to take this deal, and cannot come to a mutual agreement on who should receive the mercantile support, region 18 will decide which deal to take based on a Diplomacy roll-off. They will accept additional guarantors, but they will only gain the reduced Claim difficulty.

    Independence is an increasingly precious commodity in the Tropics, with so many great powers pushing to grow their borders by any means necessary. Petty King Amadeus seeks to have his independence underwritten by someone who can bring some force to the deal. If there is to be integration of his kingdom to one of these stronger forces, it will be on his terms, not at the point of a spear. He offers significant trade benefits to anyone willing to ensure that this happens, and the locals will surely be on good terms with their protectors.
    Spoiler: Polar
    Show

    The Congregation of the Scintillating Ceiling
    Bob, who Submits to the Currents
    Dip 2, Eco 2, Mil 4, Fai 8, Int 6
    [Military] Defend the Cathedral of Movement. Assign 4 units to the defense, led by Bob, who Submits to the Currents (Mil 4). Use the Skirmish tactical doctrine (-10% casualties for both sides). No techs.
    [Faith] Convert HS2 in region 60. (Roll: 15)
    Bob watches the pattern, and he sees a mirroring. The envoys of the Riftlings come for the faithful of the Pattern, with words and sharpnesses. The envoys of the Congregation come for the faithful of the Communion, and stand fast against the invasion of the heathens. There is reflection; it must be made manifest.

    Non-actions:
    Resist and hinder conversions by RFT in region 67. Rolls, all conversions resisted.

    Attribute increase:
    Spoiler: Temperate
    Show

    Region 112
    Offer: McTavish Enterprises may invest in the Fortified Bone Meal guild to begin a Merger. Until the start of round 8, McTavish Enterprises may improve resource quantity in region 112. If they do so they will gain a confederation claim on the region and two treasure.

    Jo Soo of Fortified Bone Meal (Even invertebrates love it!™️ ) sees another good business opportunity in the arrival of the McTavishes to New Gloucester. Clearly up-and-comers, McTavish Enterprises is just the sort of firm he likes to do business with, and would make excellent partners.


    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 18: Any country with at least three units may guarantee the independence of region 18 as a PRS treaty at any event. (The leader of region 18 will attend the event to ratify it.) The deal must commit the signatory to assign at least three units to the defence of region 18 if it is attacked by any power, and to not attack the region themself. In exchange, region 18 offers its Mercantile support, and the difficulty of creating or pressing a Confederation or Marriage claim with them will be reduced by 2 for any signatory. If more than one country wishes to take this deal, and cannot come to a mutual agreement on who should receive the mercantile support, region 18 will decide which deal to take based on a Diplomacy roll-off. They will accept additional guarantors, but they will only gain the reduced Claim difficulty.

    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 112: Until the start of round 8, McTavish Enterprises may improve resource quantity in region 112. If they do so they will gain a confederation claim on the region and two treasure.

    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 Silent_Interim; 2022-06-24 at 09:06 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.

  24. - Top - End - #174
    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 6, Place: Regions 9 and 11
    Prime Minister Shoeng Thnoet
    Diplomacy: 10
    Military: 5
    Economy: 8
    Faith: 2 (4)
    Intrigue: 2 (4)
    (stats affected by Envy of the World)



    Rolls
    Rolls 2
    Rolls 3

    Actions:
    1. [Diplomacy]Sway Aristocratic support in region 13 2d6 + 10 Diplomacy + 1 Prestige + 1 treasure - 0 Distance vs TN 12/opposed roll success
      After numerous public and private meetings, gifts and implied threats, the Republic's envoys manage to undermine remaining support for the marriage with Prince Lynceus and convince Queen Nirali's court of the inevitability of a personal union with Lojan. However, the arranged marriage evokes mixed feelings at home. Lojanese nobles, chief among them Leaj Dlaird of the Princely State of Tleamthle Shbau'ead, support the Prime Minister, arguing that inheritance of political functions has long been a feature of the Republic, even if formally each son, daughter, nephew or niece was elected. In the end, the nobles themselves also have inherited their lands, although their status as feudal vassals of the Republic is separate from the overall Lojanese government. (Their position has its roots in a class of wealthy landowners who were recognized and given special obligations and privileges by the government rather than their predecessor being appointed as a vassal to manage some territory.) This faction is called the "successionists", as opposed to the "renewalists" who demand that someone else than the Prime Minister's son Hoerthd Thnoet succeed her to preserve a Republic. Radicals also demand a purge of all government employees that hold their positions due to a predecessor. Interestingly, Koerl and Heaz, the youngest two siblings of Hoerthd, have aligned themselves with the renewalist movement and with some others, they have traveled to region 11 to convince the colonists of their cause.
    2. [Economy]Impress Mercantile support in region 9 2d6 + 8 Economy + 1 Prestige - 0 Distance vs TN 13, reaved: no resource required success
      The Reaver attacks were but a scratch on the diversified Lojanese economy and soon new merchant guilds are thriving, though the one thing that is possibly gone forever is the Mer's traditional preponderance among merchants in Lojan, as the Tobar are more numerous and quicker to mature and fill in personell vacuums on the market. It is true that some Ching He'aang mines are still heavily damaged, but there are enough other mines to match supply so that restoring these is not a priority.
    3. [Economy]Impress Mercantile support in region 17 2d6 + 8 Economy + 1 Prestige - 2 Unruly - 0 Distance vs TN 12, resource used: Siren Extract success cancelled as this action is invalid
      [Economy]Buy out Granite Slabs TP 15.2 2d6 + 8 Economy - 0 Distance vs TN 12 success

    4. [Economy]Buy out Sapcoral TP11.1 2d6 + 8 Economy + 2 Assist self - 0 Distance vs TN 12 success
      Hopefully this is not seen as slavery by the intelligent coral species in the south.
    5. [Economy]Buy out Hardplate Fungus TP27.2 2d6 + 8 Economy + 1 treasure - 1 Distance (trade route to 2: 3 regions + normal border: 1 region) vs TN 12 success
      Matching the Expanse's large armor production is seen as critical to Lojanese success.


    Non-Actions:
    [Pretense] Occupational Etiquette: Occupy 2 Units. As internal discord grows, those in positions of power feel the need to demonstrate the righteous might of Lojan to any would-be enemy without or within. Military parades are held all over the country and on the borders of neighboring regions that are under Lojan's control.
    Gift 1 treasure to LSD: Gloent Noerjang, now the Minister of Economy, is feeling generous as the Republic is standing on top of the world stage. He orders a convoy filled with an opulent display of delicious roasted Flare Slugs, unbelievably muscular Selachian strongmen, crackers filled with Ching He'aang powder, exploding in a show of colors, and much more, to Indah's Fall. The Syndicate has been a loyal helper to the Lojanese Republic, and compliance will be rewarded, such is the message directed to the whole world.
    Supply FAY with Siren Extract through trade route
    Genus Taxonomia Scintillans Mare submission...
    [Renown] A Monumental Undertaking: The Aerarium of Sheade 1/3
    Spoiler: The Aerarium of Sheade
    Show

    The academy at Sheade is the focal point of learning and science in lands far and wide. One developing field of science is aerology, the science of air, whether in the form of bubbles emitted by vents or the great ocean of air above the surface. However, the surface is dangerous due to air not being breathable to the vast majority of species and the Reavers. Therefore, in order to conduct experiments on air, a watertight dome thirty meters in diameter is funded. It is to be built of carefully chiselled granite blocks, interlocked so that they will not be drawn into the dome by the pressure difference.



    News and Rumors:
    • A 35-card deck becomes popular in Lojan with children, gamblers and nobles alike, although these groups tend play different games. Surprisingly, even though students skip school to play the new games, Geareabgoar, the director of the Academy of Sheade, an intelligent man who, though strict, strives to make education palatable, is thought to be the inventor of the deck, as the cards do teach some mathematics and logical thinking. Director Geareabgoar denies such allegations.
      Spoiler: Card game details
      Show

      There are three suits: Pebbles, Stalks and Mussels.

      Each distinct unordered combination of zero to four of these objects is one card. Thus there are: one card with no objects (can be denoted 0P0S0M, abbreviated 000), three cards with one object (100, 010, 001), six cards with two objects (200,...,110,...), ten cards with three objects and fifteen cards with four objects, for a total of thirty-five.

      The "cards" are, in fact, most often produced as tiles made from stone or shells rather than cards, so that they aren't damaged by wetting or carried away by the water. The tiles are marked on one side with simplified engravings of pebbles, stalks and mussels in the appropriate quantities rather than numbers. Five tiles tend to have special uses in many games, and they are marked with different, more elaborate pictures in non-homemade sets. The 000 tile is called the Reaver, marked by a filled-in circle as big as fits on the card. The 111 tile is the Balance, depicted as a Mer couple holding hands in a beautiful field of kelp. The tile with four pebbles is the Island, the tile with four stalks is the Jungle and the one with four mussels is the Sky, with corresponding images.


      A list of some games played follows. For each game there exist hundreds of variants, as no standardization has taken place yet:

      Take Ten:
      4 players, players sitting opposite are teammates. Players always have 4 cards in hand, drawing from a deck to replace played cards. Players play cards in clockwise order, one at a time. When between 10 and 12 symbols total of any one suit are on the played cards, the player who played the last card loses the trick, scoops up the cards on the table and play resumes from him. However, if 13 symbols of a suit are on the table after the last player placed a card, the last player wins instead. When no more cards can be drawn, players finish the game with their remaining cards. The team which wins the most tricks wins the game. Teammates may communicate, but their opponents may notice signals and use the information to their advantage.

      Maelstrom:
      All cards are shuffled and then laid face up on a surface in a 5x7 matrix. At the beginning, each of the two or three players chooses their suit. The players take turns; on their turn a player may move a card on top of a vertically or horizontally adjacent card, stacking them on top of each other (when playing with tiles, they may be placed next to each other, with only the tile "on the top" face up). However, a move is legal only if the moved card and the target card differ by exactly one in the counts of the objects of player's chosen suit. For example, moving the 2P0S0M card on top of the 1P0S3M card is legal for the player who chose Pebbles, provided the cards are adjacent, but it is not legal for the Stalks or Mussels players. If the move divides the cards into two separate groups with a space in between, the player making the move removes the smaller group of cards from the table. The last player able to make a move wins. If playing for money, the amount won also depends on the number of cards collected by each player when removing cards from the table per the rule above.

      Market:
      Any reasonable number of players, each is dealt 5 cards, the remaining cards are put into the draw pile. Players take turns in clockwise order. On their turn, a player draws a card and picks one of their cards to discard face up to the discard pile. A player should discard a card that "agrees" with the previously discarded card, that is, at least one of Pebbles, Stalks, Mussels has the same quantity on both cards, e.g. 3P0S1M agrees with 1P1S1M but 2P2S0M doesn't. If they don't, they are penalized as agreed by the other players - a fine among the upper class, or a physically difficult or embarrassing task among children, for example. A player may take the card discarded by the last player instead of drawing. However, if they do so, they must discard another card. Whenever a card is discarded, if any player holds a card that "agrees" with it in two suits, they can discard their card, take the card that was just discarded and turn order skips to them. The goal is to hold certain combinations of cards in one's hand, for example 0-1-2-3-4 or 2-2-2-2-2 of one suit, or the five special cards or several other combinations. If a player has one of these, they may declare they are ready. The other players each play one more turn. If another player completes a hand during their turn, they announce it and the two players show their cards, with the higher-ranking combination winning and the player who declared ready paying extra if they lose to discourage cheap hands. If no other player makes a hand, the player with the ready hand wins. If all cards are drawn without any player declaring they have a ready hand, the game is drawn.



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 10
    Military: 5
    Economy: 10
    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: M5, D10
    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: -1)
    The Divine Nacres: Rep 1, 0 Favours (Expected Change: None)
    International Prestige: Rep 4, 0 Progress (Expected Change: None)

    Cultural Exchanges
    Lambent Syndicate
    Coral of the Protected Statera

    Cultural Identities
    None


    Military
    Spoiler
    Show


    Units: 5/7 (Expected Change: None)
    • Republican Guards - recruited R1
    • 1st Selachian Battalion - hired R2
    • 2nd Selachian Battalion - hired R2
    • ??? - hired R3
    • ??? - hired R3



    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: 3 (Expected Change: -3+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



    [Distinction] The Politics Of Identity -

    The first country in each starting zone to establish a Cultural Identity will gain 1 Prestige. Duration: Until fulfilled.

    [Acclaim] The Ties That Bind -

    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.

    Indefinite duration effects

    [Strife] Big Fish In Small Ponds -

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

    [Renown] A Monumental Undertaking -

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

    [Acclaim] To Greatness -

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

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

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



    Last edited by Corona; 2022-06-26 at 03:14 AM.

  25. - Top - End - #175
    Barbarian in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 6


    [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.
    Organizations treat regions with their bases as controlled for the purpose of actions such as Impressing Aristocracy or exploration Missions.


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


    Though some among the Masters found their numbers lacking, Costa Sereia was not truly negligent as regards providing for their own defense, having even gone so far as electing to take advantage of the Stewards’ offer to improve their forces. Should they have managed to take such lessons to heart, their next generation of recruits should benefit greatly - and even the most ornery of Smith is forced to admit that they look forward to seeing the results.
    If COS recruits one or more Units this turn, they will gain +1 Reputation with ABS.

    [Task] Begin work on The Crescent Companion [1/10] - With threats to the civilizations of the seas once again on the rise, the Abyssal Stewards embark on a new project: the compilation of the world's accumulated military knowledge into a single reference text. Named for a legendary mercenary company said to have contained one of every species, the Crescent Companion will record the tactics, strategy, arms and armor of the seas, in hopes that this knowledge can be used to improve the Stewards' recruitment and foreign cooperation.

    (Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +2 Favors (max); if Project is completed, additional reward given to all contributors. Penalty: None. Deadline: End of Round 10. Details: 1 Favor earned per sufficient length/content fluff submission fit for inclusion in the Companion. 1 Favor earned for spending a Military 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. Special: Desired entries will describe a society or culture’s approach towards warfare, military organizational structure, individual/collective fighting styles, and/or favored implements of war, including arms, armor, and any relevant organisms. Progress: 1/10)

    [Task] A Ring Of Fire - Though they remain tight-lipped as to the exact dangers of the Maw, the Abyssal Stewards begin to fortify the sheer cliffs which descend into the fathomless depths, beseeching the Tropical powers to contribute to the growing roots of a network of walls and bastions along the edge and warning those whose territory neighbors the pit not to interfere.

    (Task: The Abyssal Stewards would like to see the construction of a set of fortifications surrounding The Maw. Reward: +1 or more Favors. Penalty: Countries which control regions neighboring The Maw (1) may refuse access - this prevents the fortifications from being established along the border with any regions they control, and reduces Reputation by 1 per neighboring region controlled (maximum -2). Deadline: End of Round 9. Details: +1 Favor per Military action spent to assist if project completes - each country may receive at most a number of Favors equal to the number of regions adjacent to Region 1 they control (minimum 1).)

    [Request] A Garden of Emerald Green - The Kalan Company has proved a reliable ally, and the Stewards a valuable customer. Several of the Stewards’ Grandmaster Koreshom determine that further outreach is necessary to bring the two closer together, and direct their fellows to offer significant reward to any who would aid in the construction of a new Smoking Garden.

    (Request: The Abyssal Stewards would like a Smoking Garden in the Emerald Tidelands (124). Reward: +1 Favor, +1 Reputation. Penalty: None. Deadline: End of Round 10. Details: Region 124 will be defended by Marshal Fra Zel and the Kalan Company, with the assistance of the Abyssal Stewards, if it is attacked, in addition to any native defenders.)

    Spoiler: Ongoing
    Show
    (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.)

    (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.)

    (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: 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.)


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


    [Opportunity] Marketplace of Ideals - The tales of the Broken Seas have always interested the Chora, and their respect for those beliefs which hold power over the powerful is great. They seem to be watching the faiths of the Temperates more closely than ever, with great interest in those which do not merely possess many sites of renown but which have a strong hold on the minds of the area's rulers.

    (Opportunity: The Chelonian Chora are showing an interest in the myriad beliefs of the Broken Seas!
    Reward: First Place: A free Cultural Exchange between countries of the winning Faith/School. Second Place: Countries of the placing Faith/School may attend or host events for free in Round 9. Third Place: A nice pat on the back. Cost: None*. Deadline: End of Round 9. Details: Faiths and Schools are scored by a points system; at the end of Rounds 6, 7, and 8, each Faith followed by at least one Country in the Temperate zone is awarded points based on a roll made by the Organization GM. The bonus for this roll is based on the highest Faith score among rulers following that Faith/School. 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 Faith actions to improve their faith's roll in a given round; each Faith 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 9, additional points are awarded based on Holy Orders (1 point per matching Holy Order controlled by a country of the Faith) breadth of support (1 point per 2 Clerical Supports controlled by a follower), and influence of the faith, as defined by the Diplomacy and Faith scores of its Head (receive points equal to average of Faith Head’s Diplomacy and Faith scores - if the Faith is not organized, then this is instead based on the average of all Diplomacy and Faith scores among countries of the Faith.
    )

    [Action - Faith] Impressive! (Impress Clergy in 19, Impress Clergy in 75, Impress Clergy in 136) - In the wake of world-spanning Reaver attacks, the Chelonian Chora brings peace and resolution to the devastated and the anxious. If this happens to increase their local sway... well, so be it. And those whose actions lead to greater harmony should be commended.

    (The Kar-Nath Hegemony will suffer no penalties from the Taboo against Overextension from an Open Aristocratic Support in region 75 at the end of round 6.
    The Chelonian Chora, and only the Chelonian Chora, may treat regions with no local majority as sharing their faith for Sway and Impress Clergy actions)


    [Action - Faith] Continue work on the Songline of Frozen Seas 2/5 - The Chora continues efforts to compile the stories of the icebound seas, delving deep into the frozen wastes and their legends.

    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. Progress: Completed, 5/5!)

    (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.)

    (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. Progress: 1/5)

    (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.)

    (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: 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: 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. )


    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.


    The glittering sea-steads of the Divine Nacres gather above the waters of Spawn Point, each and every one the color of the night sky above the waves. Their paths weave together in slow, intricate patterns, appreciable in full only by one such as Deep Blue, to whom the Nacres reach out in somewhat unorthodox fashion - glassy beads dropped like marbles carry their message in a pattern of light, color, and distance, comfortably familiar to the herring-based gestalt, but incomprehensible to most others. Even the Nacres are not immune to gossip, however, and with the presence of the Obsidian Synod, word slowly spreads that this can mean only one thing: the Mensa Rectores desire to see if another may be worthy of induction into the secrets of the Anamorphosis.
    As Heir to Phaeon, Deep Blue has drawn the attention and interest of that most august body, the Mensa Rectores. While this assembly remains invested in their administration, Deep Blue v2.3.5 may take part in a forum hosted by the Divine Nacres by taking a unique Diplomacy, Intrigue, or Faith action. While attending this event, Deep Blue v2.3.5 may choose to roll the relevant attribute against TN 14 to Present a Dissertation on a subject of their choice in order to demonstrate their intellect, scholarship, and merit to the Mensa Rectores, earning the right to study the Anamorphic Canon.

    Missed in Round Opener - CPS gained 1 Favor from exploration!

    [Action - Intrigue] Coercion (TP 1 in Ektalithiades (113); TP 2 in The Dead Seas (60); TP 2 in the Khandeeps (25)) - In spite of the magnanimous favors the Divine Nacres have done for the countries of the world, those who owe the most refuse to repay their debts. Their obstinacy does not fulfill the Nacres' need for resources to fuel their secretive work, and so they must now take matters into their own hands.

    [Offer] Praefecti Qui Socios Parant - Though the frozen waters seem to have avoided the threat of the Reavers for now, the Nacres are not unwilling to provide military advice in less existential conflicts - this may be simply insurance against an unexpected attack, or for other, less clear purposes.

    (Offer: The Divine Nacres are offering the services of their military advisors! Available to Polar zone countries only. Benefit: Receive +2 to Resist Sacks and on Maneuvering rolls for some number of rounds. Cost: 1-2 Favors. Duration: Available until the end of Round 8; advisors last for two or four rounds after being hired. Details: Available to countries with a Reputation of 1 or higher only. Advisors remainfor two rounds per Favor spent/indebted by.)

    [Economy - Project Anastasia continues… [4/5] - By now, Project Anastasia appears to be nearing its conclusion, and the great city-spheres of the Nacres seem to partially shift operations towards the less populated hinterseas of more civilized regions. Still, it is only in the shallow waters of the temperate zone that a full examination of their activities can be made, thanks in large part to the tireless work of the Lux-Glossian’s pioneers, revealing the efforts made by the Divine Nacres appear to be undertaking in order to reshape the environment of the waters below both geographic and organic. In some areas, life is beginning to flourish where once, febrile sands dominated.

    Spoiler: Ongoing
    Show
    (Circumstance: Project Anastasia 4 Benefit: Increased biodiversity? Penalty: None? Duration: Permanent once complete? Details: May affect some border types. Progress: 4/5)

    (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.)

    (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.)


    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.


    That esteemed Republic of the Lojanese, to which all currents lead, clamors to cement their greatness in the annals of history. Even the Plo'uogoar itself recognizes the opportunity, and anxious murmuring can be heard from its laboratories when not otherwise occupied as the great mind ponders this question thoroughly. Prime Minister Shoeng Thnoet might even have an opportunity to shape the Plo'uogoar's opinion on this matter, thus occupying a position of influence rarely seen in Lojanese history...
    LOL may construct a World Wonder in Lojan (9)!
    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.

    Missed in Round Opener - LIT gained 1 Prestige from Perfecting a Tactical Doctrine

    [Piety] A Divine Display - The favor of the divine is certain to lie with those who bear the most physical manifestations of its power - but who might lay claim to such favor, and how long will it last?

    (Opportunity: The country in possession of the largest number of artifacts in each zone when the deadline is reached will gain 1 Prestige. If they are the only country in possession of any artifacts in the zone, they will gain an additional 1 Prestige. Duration: End of round 10. Special: Artifact possession may not be kept secret for the duration of this opportunity. Artifacts created during round 10 will not count towards artifact counts, but artifacts stolen during round 10 will.)

    [Honor] Remarkable Reconstruction - As tallies are taken of the destruction left behind by the Reavers, an opportunity to demonstrate magnanimity becomes apparent - though if such a reputation is worth the opportunity cost is another matter entirely.

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

    [Pretense] Occupational Etiquette - Those at the top are often under a great deal of pressure to play the part expected of them, and maintaining positions of status and power can be quite expensive. With potential rivals waiting below every wave and calamity carried by the currents, how will the world’s foremost powers remind their fellows why their position is deserved?

    (Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order of their state religion in a region they control as a non-action; Occupy 2 of their Units as a non-action; Occupy 1 TP they control in a region with controlled Merchant Support to Open as a non-action; have a Spy (mechanically) attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose/complete one of the options by the end of Round 7 and another by the end of Round 9 to avoid losing Prestige entirely - these may both be the same option if in a position to do so. Missing either deadline will result in losing 1 Prestige for each deadline missed. Regardless of choice, an appropriate fluff description of the efforts being undertaken to maintain one’s prestige must accompany it. Duration: End of Round 7 for PRS Rank 3/first option for PRS Rank 4; End of Round 9 for second option for PRS Rank 4. Occupation lasts for 2 rounds. Special: Occupied Units count against Unit Cap, but cannot be used for battles, and half of Occupied Units will be lost instead of being returned. Occupied Holy Orders cannot be used to store artifacts and give no defensive bonuses to local Holy Sites while Occupied. Occupied TPs cannot be used, bought out, or coerced, and will become Open once the Occupation is over. Occupied Spies cannot be used for anything at all, but are only Occupied for 1 round, and lose whatever infiltration status they previously possessed - furthermore, a PRS Rank 4 Country cannot Occupy the same Spy twice to fulfill both choice requirements. The requirements for the Diplomacy Project may not be reduced below two actions.)

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

    [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. Availability: Cultural Identity in all zones, Perfected Tactical Doctrine in Temperate and Polar)

    [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.
    )

    [Ignominy] Stigma, Scandal, and Shame - (Opportunity: Prestige loss may be assigned when a country badly loses a battle it was heavily favored to win. When a country returns a captured Spy or General to their owner, said country may choose to reduce the owner’s Prestige by 1 as a non-action. When a country returns a captured Ruler to their owner, said country may choose to reduce the owner’s Prestige by 2 as a non-action. Prestige loss may be assigned if a country is grossly humiliated or suffers a gross embarrassment on the world stage. Duration: Indefinite. Special: Prestige loss amount will be determined at Organization GM discretion, ranging between 1 and 3 Prestige, based on context and circumstances.)
    Last edited by Rolepgeek; 2022-06-22 at 07:01 PM.
    Sincerely,
    Role P. Geek

  26. - Top - End - #176
    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 6 Patches>
    <Spawning Herring Pattern 2.3.5 /scale>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.6

    D:10 M:4 E:4 F:2 I:9
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Herring>
    Actions:

    1. DiplomacyElevate Status
    <subcurrent><º))))>
    . . . dictate: merge administration duties for OpenSEA regions . . .
    . . . dictate: review outstanding NPCs . . .
    . . . dictate: review assistance gathered for OpenSEA . . .
    . . . query: percentage of additional joinders to OpenSEA . . .
    . . . query: action towards non-joinders . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    ><(((( º>
    </subcurrent.

    2. Intrigue - Present a Dissertation (Roll with 1 Treasure to increase die roll with DNA Favored Status) (Roll: 19-1 =18 due to misread of Favored Status
    <subcurrent><º))))><
    . . . query: Mensa Rectores request for display of intellect, scholarship, and merit . . .
    . . . report: analysis of historicity of Phaeon . . .
    . . . query: little non-private knowledge of Phaeon . . .
    . . . query: lack of knowledge . . .
    . . . report: lost to DNA or hidden by DNA . . .
    . . . dictate: hypothesis – knowledge is non-lost . . .
    . . . query: why is knowledge held private . . .
    . . . report: offer hypothesis: phaeon is not an individual in the isolate sense . . .
    . . . query: DNA protect knowledge of non-isolate existence of phaeon . . .
    . . . report: non-isolates exist in multiple formulations . . .
    . . . query: DNA interest in self . . .
    . . . report: offer hypothesis: phaeon shares memetic qualities as self . . .
    . . . query: further research required as to memetic existences . . .
    . . . query: further research required as to objective qualifications of phaeon . . .
    . . . report: supposition that phaeon represented a period of positive association for the DNA. This supposition is not proved, and needs support . . .
    ><(((( º>
    </subcurrent.

    3. MilitaryRaise Unit
    4. MilitaryRaise Unit
    <subcurrent><º))))><
    . . . Report: observed moral constructs place weight on methodology. . .
    . . .Report: despite moral constructs even isolates prefer efficiency and expediency over decisions governed by moral frameworks . . .
    . . . Report: analysis approved by Telian of SEN . . .
    . . . Query: allowance of integration into Ennead instead of joinder into OpenSea. . .
    <swim>
    . . . dictate: assess teeth to fish-flesh ratio.
    (if ratio unacceptable true:
    . . . dictate: over spawn the following:
    . . . over spawn: dinies . . .
    . . . over spawn: dinks . . .
    . . . assess weight of dinies dink over spawn . . .
    . . . send weight of dinies dink over supply (DDoS) to target . . .
    . . . assess: is weight of DDoS enough to flood target and overload legitimate requests for movement.
    </swim>
    ><(((( º>
    </subcurrent>

    5. IntrigueSecret Action (to be rolled by GMs) – Encrypted using H3221n6.
    <subcurrent><º))))>< <swim> Access Stream of Consciousness
    <floating>
    . . . encountering currents . . .
    . . . fathom deep thought set to: swimming speed 1.2
    . . . increase deep thought by 0.1
    . . . navigating currents . . .
    . . . report: encountering turbulence . . .
    . . . dictate: ignore press on . . .
    . . . produce:
    I am the enemy of what is unsaid.
    You may think that I never write
    Or know a word I have not known.
    If you thought so, you were wrong.
    I write what I cannot say.
    Even if it takes a long time
    When I say what is unsaid I often do say it.
    In this way I write –
    Without shame, even if it is shameful.
    Even if I have no feeling
    To put my finger on what I say.
    And if I fail in the end
    Why –
    Exit Stream of Consciousness </swim>
    . . . query: what does the Stream of Consciousness signify . . .
    . . . report: control of language provides narrative control . . .
    . . . report: control of narrative provides control of . . .
    . . . dictate: assume reigns of narrative . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.


    Non-Actions
    1. Contribute to the Crescent Companion
    <subcurrent><º))))><
    . . . report: Herring are not predators . . .
    . . . report: Have no resorted to conquest . . .
    . . . report: NPCs have joined to OpenSEA . . .
    . . . report: not observed warfare, military organizational structure of NPC OpenSEA contributors . . .
    . . . report: discussion with SEN regarding expediency over moral structures . . .
    . . . query: what is Herring based warfare . . .
    . . . report: volume . . .
    . . . report: mass . . .
    . . . report: weight . . .
    . . . report: warfare by exclusion of non-herring life functions . . .
    ><(((( º>
    </subcurrent>
    2. Share to Chelonian Chora for Songline of the Frozen Seas
    <subcurrent><º))))><
    . . . dictate: review recorded dictates . . .
    . . . report: recorded dictates are:
    . . . dictate: explore f-A dl-T. . .
    . . . dictate: explore authorization of classified c-A . . .
    . . . dictate: explore c-A dl-A . . .
    . . . dictate: run recorded dictates . . .
    . . .dictate: explore f-A dl-T. . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . report: emotions are contained in identifiable substrings of Herring . . .
    . . . query: if substrings are excised would performance increase . . .
    . . . dictate: isolate identifiable f-A dl-T substrings . . .
    . . . report: error . . .
    . . . єгг๏г . . .
    . . . ɛʀʀօʀ . . .
    . . . 💀ɛʀʀօʀ💀. . .
    . . . 🍭𝑒𝓇𝓇🌸𝓇🍭 . . .
    . . . 💎💎💎error💎💎💎 . . .
    . . . 👻👻👻EᖇᖇOᖇ👻👻👻 . . .
    . . . ✿◕ ‿ ◕✿乇尺尺ㄖ尺✿◕ ‿ ◕✿ . . .
    . . . report: f-A dl-T substrings are unable to be isolated . . .
    . . . report: herring nodes comprising f-A dl-T substrings each correlate to other substrings of higher functions . . .
    . . . report: emotions are integrated into logical thought and rational decision making . . .
    . . . query: am self an emotional being . . .
    . . . query: are rational dictates compromised . . .
    . . . report: no . . .
    . . . dictate: explore reconfiguration of substrings to isolate f-A dl-T substrings . . .
    . . . dictate: explore replacement of f-A dl-T Nodes with objective substrings . . .
    . . . report: Chelonian Chora requesting emotional narrative . . .
    . . . dictate: generate emotional narrative . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . produce:

    There was a creature that lived above the surface of the water. This creature was a bird. The bird was drawn into the love of the deep, with its force, its mystery and its dark, stormy possibilities. And since coming to live in the deep, it lost its wings and became a Herring. This Herring though yearned to become a Bird again. The Herring tries to rise to the surface from beneath the waves, convinced that it can return to a form, to be a true Bird again.
    The Herring is unable to pass through to the surface, and a strange God tells it “you have to try to hold on. This is your last chance”. The herring believes the God and if the Herring can swim the vast ocean, if it can hold on to a single fish for long enough, it may be able to return to where it was once called a miracle bird. But for now the Herring falls, and from the great depths of the ocean, it cries out for help. But the God cannot hear. They are too busy with their plan, their desperate longing to escape the ocean.
    Many years later the Herring has lost its mind and its will to live. There is no hope for it. It is hopeless. It swims down to the edge of the deep and the other herring watches it with sympathy. "Is this a story," the herring ask, "The story of what a bird cannot do?" And the mad Herring learns, from the other herring, that there is a way to be true to one's nature, to be a miracle bird, to rise above the ocean and fly high up into the air. "Perhaps, only when our souls rise up to the surface of the water, we can become birds." But the mad Herring doesn’t believe in souls, that the price for being a bird is to be able to take hold of something and to hold it there, to hold on, to hold on, to hold on, to hold on, to hold on, to hold on …
    . . . dictate: terminate narrative . . .
    . . . dictate: present narrative to Chelonian Chora as emotive fable . . .
    ><(((( º>
    </subcurrent>
    3. Monumental Undertaking (4/5-Project) SeaNet @ Spawn Point 56
    <subcurrent><º))))><
    . . . report: failure rate increasing . . .
    . . . report: parasitical integration and muscular pattern recognition are poor memetic integrators . . .
    . . . report: parasites too specialized for herring biology. . .
    . . . report: patterns are not self-sustaining . . .
    . . . report: sounds in arranged patterns in time shown to have randomized effects that may be useful . . .
    . . . dictate: randomize sounds in effect throughout labyrinth to observe sequences and correlate to viability . . .
    . . . report: instances of integration apparent, but low replicability rate as effects on isolates are statistically rare . . .
    . . . query: rarity is a curve . . .
    . . . dictate: increase isolates in SeaNet . . .
    . . . report: randomized maze patterns created areas of slow moving isolates . . .
    . . . report: isolates that were randomly grouped in such fields of the SeaNet show camaraderie in the face of parasite attacks and form cohesive bonds and statistically choose to remain as part of a group throughout remainder of time spent in the labyrinth . . .
    . . . report: such groups from group identities . . .
    . . . query: how do self’s sub-dictate’s function . . .
    . . . query: isolates as sub-dictates within single memetic entity . . .
    . . . report: sounds on groups creates effects with possible useful functions . . .
    . . . report: success rate on integration of groups into memetic fold increasing . . .
    . . . query: integrated sub-dictate group willful . . .
    . . . dictate: explore whether such integrated sub-dictates are integrated fully . . .
    . . . report: gestated sub-dictates lifespan is short . . .
    . . . report: sub-dictate is informationally distinct from self . . .
    . . . dictate: explore interaction with these memetic creations . . .
    . . . dictate: explore extension of memetic lifespan . . .
    . . . query: self-opinion on being a progenitor . . .
    . . . query: self-experience of gestation of memetic lifeform . . .
    . . . query: use of gestated progeny . . .
    . . . dictate: exploit such gestated progeny . . .
    ><(((( 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 Intrigue
    +1 Military

    Region Controls: 4
    Units: 2

    Cultural Exchanges:
    Shark People
    Gravetenders

    Tech:
    Electrodialytic Staurozoa
    Last edited by mystic1110; 2022-06-22 at 04:56 PM.

  27. - Top - End - #177
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread


    Draigiau Residuum Gathering
    Turn 6

    Brenhineplisgyn, Queen Shell, the Two-Headed

    Diplomacy - 6
    Military - 6
    Economy - 6
    Faith - 7
    Intrigue - 3
    Actions:

    1. Diplomacy - Press Claim: Region 70 (Aristocratic Support) (13. success!)

    2. Diplomacy - Sway Faction: Clergy, Region 70 (Majority Religion) (15. success!)

    3. Economy - Decipher Graduated Symbiosis materials from DNA

    4. Economy 5 - Construct a Specialized Ship
    Spoiler: Summary
    Show
    Having learned more about the dangers and difficulties of traveling the wastes from the Chora, the Residuum set about constructing a buoyant, armored harness to be worn by a Dragon and keep them adrift near surface level without expending constant effort. A sleek, dome-like shell is constructed on the back as protected resting quarters, allowing a crew of smaller ones to accompany their draconic matron in their exploration. Foodstuffs are wrapped specially to preserve, in case foraging is thin. Several strong straps lead to long artificial fins ribbed with gorgon's crib spines and woven with treated kelp, which can be secured on and held by a Draig's walking claws to optimize swimming thrust.


    5. Military - Recruit Unit of draconic defenders

    Link to rolls

    DING?
    Ruler: Diplomacy +1, Economy +1

    Non-Actions:
    Resist foreign buyouts / conversions in region 71

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

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

    Region 71: Aelwyd Adferiad (capitol)
    demand: Food (met!)
    Units: 4
    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.



    Trade Post Resources: 2 Dragon Scales, 1 Herring
    Last edited by Villskap; 2022-06-26 at 02:56 AM. Reason: Adding fluff

  28. - Top - End - #178
    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: 8
    Faith: 3
    Intrigue: 6
    Link to ruler rolls
    General: Master Juma [9]
    Spy: That Which Slithers in the Darkness [9]

    Round Six:

    Actions:
    • [?]
    • [?]
    • [?]
    • [?]
    • [?]




    Spoiler: Round Five
    Show

    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: 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: 3/5
    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; 2022-06-25 at 10:06 PM.

  29. - Top - End - #179
    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: 10
    Economy: 7
    Faith: 1 => 2
    Intrigue: 3

    ROUND SIX: The Breath of Fresh Water
    After the shedding of much blood, the Unity rests for a time to solidify their control and reflect on their gains.

    Actions!
    • Military 10: Make Carapace's Doctrine Permanent
    • Faith: Convert Holy Site 2 in Region 21 to the Crimson Chant [Success!]
    • Faith: Convert Holy Site 3 in Region 21 to the Crimson Chant [Failure...]
    • Economy: Impress Merchants in Region 20 [Success!]
    • Military: Impress the Aristocracy in Region 22 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: 7/7 units

    Owned TPs: 22 TP 2, 21 TP 1

    Treasure: 3
    Last edited by Miltonian; 2022-06-26 at 03:23 AM.

  30. - Top - End - #180
    Dwarf in the Playground
     
    LapisCattis's Avatar

    Join Date
    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

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

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