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    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Sep 2017

    Default Re: Empire 7: Into the Depths IC Thread

    Round Seven: Begin
    Years 19 - 21

    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 16 - Year 18
    Rules Alerts and Changes!

    Request:
    From now on, when you attempt an Impress or Sway Merchants action, please define which TP you are using to fulfill Import requirements.

    Clarification:
    When Swaying or Impressing Clergy, a majority requires more than 50% of the local HCs, including Open HCs, to match your religion.

    Clarification:
    Wording for Colonize action will be updated to reflect that Colonizing a region does not affect Trade Post ownership.

    Clarification:
    The Kelpie and the Mare yearn for attention. These artifacts may be stolen without requiring a spy.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Temperate
    Show



    The Gotezhar explore the brackish waters south of Ezcorher, discovering a region of flat plains sunk below only a few yards of water. The local fish are skittish, and the reason soon becomes clear when the exploration party is attacked by an enormous armored beast, covered in spines and with a toothy maw one-third the length of its body. Though they’d seen smaller versions of the beast’s like previously, none were so aggressive or fearsome as this. When the Gotezhar attempt to flee above the surface, it follows, spitting globs of some acidic substance which contaminate their bolyas, leaving lingering rashes or even painful blisters on those more severely afflicted.

    Eventually losing the creature’s interest, the explorers move with a great deal more caution from then on - on the cloudy side, however, breaching the surface allows them to discover what seems to be the one landmark in the otherwise plain region. Just below the surface of the water sits the remains of a stone temple. Walls decorated with constellations, strange winged and beaked creatures, and sun-and-moon patterns are laid out in a broad rectangle, and carved marble columns rise every few meters to breach the waves above. Where some of the columns and angled ceiling have fallen in, a gentle ramp of stone winds along the interior also to break the surface, leading to a slanted balcony open to the sky above.

    The Gotezhar make use of Anoxic Adaptation to explore south of Region 138! They discover Region 137, a Contaminated Brackish Open Waters Region which has one Open TP of Wild Armored Gharials and one Open Holy Site - the Temple of Leocidia. While Region 137 remains Contaminated, it may not be Colonized nor have its resource changed, counts as two Regions for distance penalty purposes, is always considered hostile territory, and may attempt to Sack local non-Open Holy Sites and Trading Posts. There may be several ways to decontaminate the Region - three are described below.

    Spoiler: Decontamination
    Show

    • Cull the Acid-Spitting Gharials: A better-armed military expedition to the region may be able to kill or drive out enough of the gharials to end the threat they pose. The region may be invaded, though the strength of the "enemy forces" is unknown; investigation may reveal how well they compare to a standard army, as will simply meeting them in battle for the first time. Defeating the gharials will decontaminate the region, and a significantly overwhelming victory may result in the region's resource changing.
    • Coexist with the Beasts: One member of the Gotezhar expedition suggested that the acid spittle "tasted like words," and could potentially be used to communicate with the gharials. A country may investigate the acid's pheromonal properties and attempt to calm the creatures' violent temperament with a three-action project, which may consist of any combination of Economy and Intrigue actions. To contribute actions to this project, the country must control the local Trade Post. Once complete, the region will be decontaminated, and its resource quantity will increase.
    • Invoke the Ancient Gods: Though the Temple of Leocidia lies abandoned in the center of the region, it could yet be restored. If the region's Holy Site is converted to Brilhinte, the country which converted it may request divine intervention to deal with the problem, using a Faith action with a TN of 12. If successful, the region is decontaminated, and may be uniquely affected by such influences.


    At Pelir Hallus’s urging, Cyphiri explorers press westward, hoping to find a faster and more direct route than that which passes through Dashasham. The waters are cloudy, and more than once the expedition finds its path obstructed with an enormous wall of stone and earth that emerges from the murk or harassed by swarms of many-headed leeches that dart from the mud. Despite these setbacks, however, they manage to make contact with civilization in the channels between the islands.

    The Cyphiri Union make use of Anoxic Adaptation to explore south-east of Region 122! They discover Region 126, a Brackish Region which has one Open TP for Hydra Leeches, a Desired Import of Parasite Hosts, two Holy Sites controlled by Thirsting Tenets, and 4 Units of native defenders. CYP receives a +1 bonus on up to one Buyout attempt in region 126 this round!

    Lux-Glossia’s scouts travel through barren and desolate waters until they come upon a small submarine plateau, carpeted in bleached coral, rigid and brittle. No movement stirs the abandoned reef, no tiny creatures make their home in the crevices and hollows. Near the center, tattered curtains of woven kelp drift on frames of whalebone. Within the maze of curtains lie thousands upon thousands of merfolk bones laid gently to rest. The surrounding area appears defensible, and might be suitable for a colony.

    The Lux-Glossian Shades explore north-west of Region 102! They discover Region 173, an Open Waters Region which has one Open Trade post for Tiny Tubeworms and one Open Holy Site - the Temple of Narcis. LUX receives a +1 bonus on any Colonization rolls they make in Region 173 this round!



    Spoiler: Tropical
    Show


    The Hymenocera Expanse leads the first expeditions through the once-impassable toxic seas, utilizing their new sponge filtering technology. Both west and north of Hym, they encounter a thriving but decentralized civilization in the poisonous waters, linked by bonds of a shared faith. The priests, who call themselves the Living Dreamers, take great interest in the Hymenocera, and trade insider knowledge of local politics for stories of Hym. When the explorers return from the north, many of them seem to have embraced the Dreams of the Dead….

    The Hymenocera Expanse makes use of Toxic Filtering to explore west of Region 3! They discover Region 29, a Toxic Region with one Open Trade Post of Spinecrab, a Desired Import of Building Supplies, two Holy Sites controlled by Ancestor Worship, one Holy Site controlled by The Dreaming Dead, and 5 Units of Native Defenders. HEX receives a +1 bonus on up to one Buyout attempt in Region 29 this round!

    The Hymenocera Expanse makes use of Toxic Filtering to explore north of Region 3! They discover Region 4, a Toxic Region with one Open Trade Post of Eye Weed, a Desired Import of Exotic Goods, three Holy Sites controlled by The Dreaming Dead, and 1 Unit of Living Dreamers. HEX may choose to immediately gain the Support of one faction of their choice in Region 4! The Dreaming Dead are attempting to convert Holy Site 3 in Hym (3)!



    Spoiler: Polar
    Show



    Utilizing the gift of the Gravetenders, the Nathi set out in the Silvered Eye to uncover the secrets of the barren wastes east of their home. The waters are tasteless, lacking in even the most basic of nutrients, and within a week, the waters are completely devoid even of algae, replaced by an unknown detritus that clouds the waters. The crew continue onwards for some time, before turning back for home as their supplies dwindle - but on their last day, they report an apparent break in the formation they’d been following to their right, where rocky seafloor rapidly slopes towards the surface, and the freezing waters grow so thick with choking impurities as to make safe navigation impossible.

    The Kar-Nath Hegemony makes use of the Silvered Eye to explore east of Region 77! They discover Region W6, a Wastes region. Traveling east-south-east, the waters become shallower and difficult to navigate, but no less dangerous - further developments may be required to properly explore the area.

    With population pressures mounting, Judge Shimmering Turquoise dispatches Drifts through the brine seas north of Seatide. To the northeast, the seafloor drops away into an ominous inky blackness, the only signs of life above being algae and swarms of krill, but to the northwest, a sandy region stretches into the distance, carpeted in brambles of conical branches that seem to be a type of edible fungus.

    The Seatide Confederacy explores north-east of Region 79! They discover Region 80, a Fathomless (Depth 2) Region with one Open Trade Post for Sour Krill. Without sufficient Depth exploration technology to reach the seafloor, STC could not find any Factions to Sway!

    The Seatide Confederacy explores north-west of Region 79! They discover Region 84, which has three Open Trade Posts for Stripdrill Hyphae, a Desired Import of Skilled Labor, two Holy Sites controlled by Markism, and 4 Units of Native Defenders. STC receives a +1 bonus on up to one Sway attempt in Region 84 this round!


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

    The power and reach of the entity known as Deep Blue are undeniable, even to those who a few years ago dismissed the tales of intelligent herring as myths. The union of several once-minor regions into the OpenSEA network has granted both much greater flexibility and much greater international import to Deep Blue.
    DPB Elevates Status to become a Sea Power!

    The opening of the first annual Great Fair of Deepdrift reflects a growing awareness of the international influence of the Seatide Confederacy. With a tendril in every trade deal and a Drift in every merchant guild, the Confederacy has risen from a mere meeting of the Drifts to a true government - and one with vast wealth and resources at its command.
    STC Consolidates Holdings to become a Merchant Marine!

    ESP Consolidates Holdings to become a Merchant Marine!

    In honor of the fallen Governor of the Meadows, a new city is built and named for him there. It quickly proves useful, not only as a memorial, but also as a site to harvest Clam Vines and as the seat of power of the new Governess.
    The Gotezhar establish the City of Saroon’din in Region 136. Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region

    Swayed by the wealth and majesty of the Draigiau, the nobility of Region 70 is quick to confederate with the Gathering.
    DRG successfully Presses Confederation Claim to Region 70!
    Statecraft!
    Cultural events, diplomatic overtures, foreign relations, and domestic affairs.

    Not deterred by the raiding action of the Reavers, the Lojanese Republic rallies hard and re-establishes control over domestic trade again. It is not long before things are, if not the same as before, at least as prosperous as before. LOL Impresses the Reaved Merchants in Region 9.

    Marriage has a way of bringing people together. Even as the action of the renewalists begins to surge as Prime Minister Shoeng Thnoet publicly asserts her influence over the nobility under Queen Nirali, it is impossible to deny that there is a power in matrimony that softens the heart. LOL Sways the Aristocratic Support in Region 13.

    The Forests of Astral Yearning make a grand push, cementing and consolidating their control of the clergy in a number of regions. The Kelpies soon hold a much closer reign on religious affairs in a number of areas. FAY Impresses the Clerical Supports in regions 8, 10, 13, 15, and 18.

    Envoys of the Lighthouse and the Vessel make an impassioned case to the once-rulers of Region 19, and mutual understanding is reached. The aristocracy of the area are pleased to accept the Lighthouse as their rulers, even if they are slightly insane. LIT Sways the Aristocratic Support in Region 19.

    The many cults of Region 19 enjoy high interest from the Lighthouse and the Chelonian Chora. In the end, the efforts and assets of the Chora manage to curry more favor. CCA Impresses the Reaved Clergy of Region 19.

    The Lambent Syndicate prove adept in the matter of reconstruction in Region 24, installing a new branch of the aristocracy more in line with their own views to replace those removed so abruptly by the reavers. The new aristocrats of the region hail them as forward-thinking, a decision surely not informed by who put them there. LSD Impresses the Reaved Aristocracy of Region 24.

    The Riftlings are pleased by the proactive approach of the Eternal Spring to supplying them with toxins. Talk of rebellion is quelled, but it is no secret that in the Dead Seas, the Medusa hold more sway over matters of trade than the Riftlings themselves. ESP Impresses the Mercantile Support in Region 60.

    Despite setbacks and opposition from the treacherous Gloriane, the Riftlings Many are able to once again establish control over the nobility of the precious Seas-Not-Yet-Dead. Though they now enjoy almost uncontested support from the factions of the region, the current of dissatisfaction that would have allowed the Riftlings to spark a rebellion has largely evaporated, with the locals coming to prefer a more peaceful resolution. RFT Sways the Aristocratic Support in Region 66.

    Even as chaos reigns amidst invasion and religious upheaval, the merchants of the Cathedral of Movement are thrilled to receive envoys from the Seatide Confederacy, and optimistic that their new trading partners will be able to supply them with the tools they need for stone-cutting. STC Sways the Merchant Support in Region 67.

    Prince Antenius has long been an unpopular figure in his home region, with few willing to openly support him and with the merchantry in open talks of rebellion, but he knows what is important- the Doflein. Honeyed words draw those who had been poisoned against him back into the fold, and soon he once again enjoys the support of his ruling class. SEN Sways the Aristocratic Support in Region 69.

    The Draigau extend wings of protection over the clergy of region 70, promising safety to the faithful. The clergy, in their wisdom, gratefully accept, and in exchange they offer their devotion. DRG Sways the Clerical Support in Region 70.

    Capitalizing on the goodwill and curiosity fostered by their exploration efforts, the Sakura-Jin reach out to recently discovered territories, spreading their influence over the leadership of the brackish regions around Dashasham. SKR Sways the Aristocratic Supports in Region 120 and Region 125.

    The efforts of the Costa in the area are much more successful, and the traders of Orope are mollified by the, if not altruistic per se, highly pragmatic trading practices of the economic powerhouse. Their efforts elsewhere are similarly successful, and the influence of the Costa Sereia is hard to overstate in the wake of their efforts. [B]COS Impresses the Merchants in region 114. COS Impresses the Reaved Merchants in Region 124 and 130.]

    All across the world, the restorative efforts of the Chelonian Chora are felt. Their soothing song brings peace to the outraged, solace to the wounded, and hope to the downcast. Harmony blossoms in coruscating magnificence. CCA Impresses the Clerical Supports in Region 19, Region 75, and Region 136.

    As veterans march with supplies and materials to begin building new settlements, the Unity is well aware of the statement it makes. Willfully retiring soldiers that others may have continued to have fighting and enthusiastically showing the wealth of supplies, these building efforts are neither strain nor burden on the Unity to commit to or to defend.
    UNI Impress Aristocracy in Region 22

    Trade!
    Buyouts, trade routes, and other economic shenanigans

    The Gotezhar trade Trade Post 2 of Clam Vines in Region 136 to the Sakura-Jin in exchange for Trade Post 2 Barnacle Glue in Region 119

    A wise merchant never places all shells in one basket, and should never neglect potential growth. To diversify their assets and strengthen the security of production, MacTavish Enterprises begins investing in bonemeal. MacTavish Enterprises begins to improve resource quantity for Bonemeal in Region 112 (½)

    Trade Post Buy-Outs

    With foreign economic interests growing more influential by the day, the Kar-Nath Hegemony moves to ensure that none of their sacred Rimestone is exported abroad.
    The Kar-Nath Hegemony buys out Trade Post 3 in Region 77 for Rimestone

    McTavish Enterprises celebrates their emergence onto the world stage with a series of merchant expeditions. Though they meet with less success than might be desired, they do manage to return to New Gloucester with contracts for the Fortified Bonemeal trade.
    McTavish Enterprises buys out Trade Post 1 in Region 112 for Fortified Bonemeal

    The glorious Lojanese Republic continues expanding its trade network across the tropical seas, ensuring that resources critical to national security continue to flow into Lojan.
    The Lojanese Republic buys out Trade Post 2 in Region 15 for Granite Slabs, Trade Post 1 in Region 11 for Sapcoral, and Trade Post 2 in Region 27 for Hardplate Fungus

    The claws of the Lambent Syndicate sink into new markets, both under direct Syndicate control and far away.
    The Lambent Syndicate buys out Trade Post 1 in Region 8 of Seaglass and Trade Post 1 in Region 32 of Delicate Mussels
    Faith!
    Conversions, organization, and other such matters of faith

    With the Crimson Choir in disarray, the Lighthouse begins to aggressively position itself as the true leader of the Chant. Though the chaos in Bloodhome prevents the Choir from successfully defending its preeminent status abroad, Living-Speaker Hurn the Wise nevertheless issues a declaration of condemnation: from now on, the Kosong are barred from communion with the Reef in Red.
    The Lighthouse is Cast Out! The Lighthouse’s attempt to claim leadership of the Crimson Chant receives enough support to allow them to rejoin the faith as an action this round. After becoming a normal member, the Lighthouse, if they desire to still become Faith Head, may make another claim and roll for Faith Head status as normal.

    The expansion of the Flowing Way brings debate and refinement to its various schools. In the Tideswept Shelf, the Lux-Glossian Way reinforces its followers’ drive to explore, to discover every thread of the gods' tapestry, even those hidden in the depths, the burning lands, or the toxic wastes.
    LUX sets the holy site bonus (15) for the Lux-Glossian Way to Investigation actions

    While the clergy of the Cyphiri Way have experienced increasing success in previous years, the merchants have not quite followed suit. Leveraging influence and power within his circles, Werran Ulnesh manages to settle agreements within his circles that should, all willing, bring prosperity to the Cyphiri Union on multiple levels.
    The Cyphiri Union sets the 15 HS Bonus for the Cyphiri Way to Buyouts

    Holy Site Conversions

    Enraged by the faith’s continuing opposition to their role in the Seas-not-yet-Dead, the Riftlings attempt to stamp out the Pattern, meeting with middling success.
    The Riftlings convert Holy Site 1 in Region 67 from the Pattern to the Eternal Communion
    The Riftlings convert Holy Site 1 in Region 59 from the Pattern to the Eternal Communion


    The Congregation of the Scintillating Ceiling strikes back at the very core of the Eternal Communion, securing a holy site within the Dead Seas themselves.
    The Congregation of the Scintillating Ceiling convert Holy Site 2 in Region 60 from The Eternal Communion to the Pattern

    Fully embracing the dictum of the Reef in Red, Grinmaw establishes a formal temple of the Crimson Chant at Carapace’s Rift. Though Carapace may still be found ranting against the injustice of the world, his anger has taken on a more overtly religious tone.
    The Unity converts Holy Site 2 in Region 21 from the Path of Wisdom to the Crimson Chant

    The Blossoming Sequence seems to have connected with Deep Blue in some way, and the Gravetenders’ faith now swirls within a once-idle neural pattern.
    The Gravetenders convert Holy Site 1 in Region 56 to the Blossoming Sequence

    The Stillwater of Seatide entrances the Gravetenders, and they establish a center of debate and discussion on the border of the utterly silent sea.
    The Gravetenders convert Holy Site 3 in Region 79 from the Eternal Tides to the Blossoming Sequence
    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    Dream's swift tailfin calls upon King Jacob of Insol 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.
    OKI performs a Miracle! The Regalis Arbor is created as an Artifact.
    Spoiler: Regalis Arbor
    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.


    Undaunted and understanding of the dangers of the Wastes, the Residuum decide to tackle this problem with their own unique flair. Though the ships constructed by other nations do have their own merit, the Residuum believe the design can be improved upon. Instead of a separate ship, a buoyant harness is constructed with a sleek dome atop for protected quarters. The design minimizes effort required and maximizes storage, flexibility, and access to support. DRG constructs a specialized ship!

    The Eternal Spring creates an Artifact! Effects TBD

    The flat algae carpet of The Crop was having a rough day. Normally laying still and providing a lush backdrop for the Last Limites tower dark discolorations were slithering through it and coalescing into a wilting, throbbing blob.
    A few nearby Nautilites curled their tentacles in disgust when the blob ruptured and sent decay tumbling at anyone a bit too curious. In the commotion an ashen quadruped wired in kelp emerged from remains of the algae and trotted away towards the intact greenery, a faint wisp of sulphur trailing behind it.
    The Kelpie appears in the possession of The Shifting Ennead!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round


    In the reef of The Protected Statera the base of a large Elkhorn coral begins to swirl. Turning into the colour of rich copper strands began to peel off and weave together the frame of a Mer. Snapping loose the woven Mer was slinged into the flipper of a turtle at the local Reefback Nursery.
    The Mare glowed with a faint light from within, rising and falling with every breath as she shuddered in the embrace of a giant. Forming a shivering ball of intertwined kelp, she let out a single speck of light. It drifted up and doubled in the great irises of the beast above before she let out a low whine and constricted even tighter.
    The Mare appears in the possession of The Chelonian Chora!
    Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round


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

    Gtsit, Olgght’s second-champion, has contributed greatly to Pfith military thinking in years past. Though they have not seen much combat, their wily terrain-based doctrine proves highly influential on wider Pfith society.
    Pfilghol Perfects Gtsit’s Tactical Doctrine: Sea’s Opportunity! PGL gains a permanent +1 to Maneuvering rolls, may always use Sea’s Opportunity with any commander, and Gtsit now gains an additional +1 to battle rolls when successfully utilizing Sea’s Opportunity!

    Though Carapace remains the foremost leader of the warriors of the Unity, his approach to warfare, utilizing the stamina and unwearying nature of the coral creatures, has become universally known among the veterans of the Blood Hunt.
    The Unity Perfects Carapace’s Tactical Doctrine: Tireless! UNI gains a permanent +1 to Maneuvering rolls, may always use Tireless with any commander, and Carapace now gains an additional +1 to battle rolls when successfully utilizing Tireless!

    General Kreel chooses to learn from his defeats rather than let them rankle, a decision which proves his status as a skilled tactician and exemplar for the leaders of the Kar-Nath Hegemony. The Kar-Nath Hegemony Perfects General Kreel’s Tactical Doctrine: March of the Conqueror! KNH gains a permanent +1 to Maneuvering rolls, may always use March of the Conqueror with any commander, and General Kreel now gains an additional +1 to battle rolls when successfully utilizing March of the Conqueror!

    Perhaps foreseeing a more dangerous future, Sersi orders the construction of a grand fortress to protect Bastion from outside attack.
    GRV constructs a Fortress in Bastion (Region 76)!

    OKI invades Region 127!

    OKI-GTZ invasion of Region 127
    Native Commander score: 8

    Tactical Maneuvering Roll:
    OKI: 15 - attempting to use Quiver Hell's Foundations Tactical Doctrine (+2 battle roll)
    Natives: 8] +[Commander Score], attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    8 OKI-GTZ units vs 5 native units; Advantage for OKI; +2 Outnumbering Bonus
    Battle Roll:
    OKI: 25
    Natives: 11 + [half Commander score, rounding up] + 2 (Fortress)

    The joint forces of the Middish Knights and the Gotezhar must admit one thing about Queen Esenam - her newly built fortress serves as a great viewpoint to watch the destruction of her forces. United in mutual insult and opportunity, Knight Commander Amlaigh Tolmach leads the unlikely group of rain beings and Middish, and are met with Queen Esenam’s stubborn forces. Soldiers break and fall like an avalanche, with critical time lost as the defenders flounder to understand how to manage fighting both the watery, bulbous forms of the Gotezhar and the very corporeal Middish Knights. Though the tide of battle isn’t a surprise, the already outnumbered defenders still hold on to futile hope until they are pushed directly up against the battlements of the fortress. Mental and physical strength breaks, and a vanguard of Gotezhar and Knights charge into the structure to seize not only the so-called Queen, but all remaining members of her farce of a court as well.

    OKI/GTZ Victory! OKI loses 1 unit, GTZ loses 1 unit, native defenders lose 2 units. Region 127 is now controlled by OKI!

    LIT invasion of Region 26
    Tactical Maneuvering Roll:
    LIT: 14 - attempting to use Golden Victory at All Costs Tactical Doctrine (+6 to battle, +20% own casualties, -20% enemy casualties, -4 own leader loss)
    LSD: 14 - attempting to use Victory is Life Tactical Doctrine (+2 Battles, +10% own casualties, +10% opponent casualties)

    Outnumbering:
    4 LSD units vs 3 LIT units; Advantage for LSD; +1 Outnumbering Bonus
    Battle Roll:
    LIT: 21
    LSD: 16

    The fighting in Bloodhome is fierce beyond all reason, a true holy war - and one which appropriately feeds the Reef in Red. When the slaughter is over, it is a scattered few warriors from the Lighthouse which preside victorious, as the last soldiers of the Crimson Chorus return a battered and furious Netra to her homeland, mournful of their loss but too appreciative of her aid in their darkest hour to allow the foreign general to die needlessly for a battle which was already lost days prior.

    LIT Victory! LIT loses 2 units, LSD loses 1 unit, CCC loses 1 unit and 1 unit from Aristocratic Support. Region 26 is now controlled by LIT! The Radiant Sword gains 1 charge!

    SEN invasion of Region 76

    1 SEN distance loss (unit lost on a 1): 1

    Tactical Maneuvering Roll:
    SEN: 16 - attempting to use Integrate the Captives Tactical Doctrine (-10% Casualties on both sides, Free Impress Aristocracy on success)
    CSC: 12 - attempting to use Skirmish Tactical Doctrine (-10% casualties both sides)

    Outnumbering:
    7 SEN units vs 4 CSC units; Advantage for SEN; +2 Outnumbering Bonus
    Battle Roll:
    SEN: 14
    CSC: 8

    “They put up a damn good fight for a bunch of Mer, didn’t they?”
    “Yeah, I suppose they did. Hey, do you want the spotted one or the one with the funny whiskers?”
    “I mean, outnumbered two to one, and with that moron of a leader…”
    “Yeah, yeah, they fought pretty hard. Are you gonna make up your mind?”
    “Its a good job we had Balelia. Pinning Bob’s honor guard up against that iceberg was the key to the battle, really. If his standard hadn’t fallen so soon they might still be making us pay for the holy land. Really makes you think maybe the mer aren’t all that inferior after all, eh?”
    “Ooooh, I think Whiskers is from a noble family! Look at the tattoos. I’m going to take Spots though. Probably has a better attitude for working. See you back at camp.”
    -Beaks dividing up the captives after victory over the Scintillating Ceiling.

    Though her troops were initially surprised by the enemy Mer’s fighting spirit after a lifetime of looking down on them as lessers, Balelia was quickly able to readjust. After baiting the outnumbered but aggressive defenders forward and upward with a costly false retreat, Balelia sent her reserves up from the bottom where they were hidden, trapping Bob’s vanguard against the bottom of an iceberg and capturing the Mer leader to end the war with a single decisive battle.

    SEN Victory! SEN loses 2 units, CSC loses 2 units. Region 67 is now under SEN control, SEN successfully Impresses the Aristocratic Faction in Region 67
    Schemes!
    Coercion, betrayals, and spycraft

    Held and formed from Violet, the Eternal Spring welcomes a new, unique creature. Black Noise belongs to the hive, but is also capable of independent thought and function. Its abilities and creative personality make it a perfect candidate for espionage. The Eternal Spring recruits a Spy - Black Noise with an Intrigue Score of 7

    Spoiler: Black Noise Fluff
    Show

    A special, perhaps unique creature amongst the Medusa, Black Noise is capable of full thought and function on its own. It is a daughter specifically of Violet, crafted together by the new dark tar-like substance researched within the homelands, and compresses all of her thoughts and functions into itself. Capable of wild interfacing with not just Medusa to transmit and deposit memories, but with any creature entirely. Able to shift its form in a much more approximate way than the Medusa too, with enough time and enough samples it could mimic any other race.

    Her favorite form currently is that of an octopus mer, crushing the features together in an amalgam and using it to interface with tourists. Right now she's still getting a hang of the whole 'not being a pure black mess' thing, and the whole 'not being radioactively toxic to anything she touches' thing, but that may be just what she wants you to think.

    Her personality, like her progenitor Violet, is cunning, clever, calm, and absolutely unfettered. Not below using underhanded tactics to get what she wants, and with a surprisingly good grasp of isolate morals (even if she does not adhere to them) for a hivemind like entity. Black Noise is as close to an Isolate as one can get within the Eternal Spring, although this may simply be her youth, and therefore her lack of creating her own memory banks and large external body.


    Armed with charisma and charm, the new appointed Spy in Lux-Glossia is not exactly the Mer that one visualizes in the role. Topaz applies his parenting experience to be unflappable and to keep a close eye on business at home. Lux Glossia recruits a Spy - Topaz with an Intrigue score of 7

    The arms dealer responsible for the auction in 117 reveals what she spent the proceeds on building herself an expanded organization: the Black Pearls, dabbling not only in weapons dealing, but in fencing, smuggling, espionage, counter-espionage, shakedowns, scams, forgery, and more. Taking advantage of economic power vacuums left behind by the reavers, the mysterious Lady Ink is now the leader of the largest criminal syndicate in the Temperate Zone! The Clerical Support Nodes of regions 117 and 120 are now controlled by the Black Pearls!

    Spoiler: Black Pearls Mechanics
    Show

    The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:


    Intrigue actions in the region gain a +1 bonus if treasure is spent
    Trade Posts in the region do not count towards treasure generation

    Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

    Friendly:
    All the effects of Neutral BLP reputation
    May hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
    May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
    May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

    Neutral:
    Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
    May coerce trade posts in regions with a BLP mercantile support
    May sway or impress mercantile supports on behalf of BLP. This may increase reputation

    Hostile:
    BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
    The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

    OKI is currently Friendly with BLP. All other temperate powers are currently Neutral.




    Terror!
    Violence, upheaval, murder, and destruction.

    Already upset and discontent at the coming invasion and overall unrest, the Cathedral of Movement becomes increasingly frenzied. Arguments range everywhere from the nature of philosophy to power dynamics that influenced how they got to this point, until the tipping point is reached. As the invaders march on, the Cathedral eats itself in division. The Clerical Faction in Region 67 Rebels!

    The Reavers strike again in the frozen seas, with a ferocity borne perhaps by desperation, as though the devastation is great, they are repelled with far greater ease than earlier attack. It seems evident they will be forced to lay low for some time, after this.
    The Eternal Spring resists the Reaving of Region 51’s Mercantile Support
    Region 58 Clerical Support becomes Reaved!
    Region 59 Aristocratic Support becomes Reaved!
    Region 59 Clerical Support becomes Reaved!
    The Eternal Spring resists the Reaving of Region 59’s Mercantile Support
    Region 60 Mercantile Support becomes Reaved!
    Region 65 Mercantile Support becomes Reaved!
    The Riftlings Many resist the Reaving of Region 66’s Aristocratic Support
    The Shifting Ennead resists the Reaving of Region 68’s Aristocratic Support
    The Eternal Spring resists the Reaving of Region 68’s Mercantile Support
    The Shifting Ennead resists the Reaving of Region 69’s Mercantile Support
    Region 74 Mercantile Support becomes Reaved!
    Region 75 Clerical Support becomes Reaved!
    Region 76 Mercantile Support becomes Reaved!
    The Kar-Nath Hegemony resists the Reaving of Region 77’s Clerical Support
    The Gravetenders resist the Reaving of Region 78’s Aristocratic Support

    The ESP TP1 for Maleficent Jellies in Magma Falls (51) is Sacked and destroyed by Reavers!
    Holy Site 1 in Coresite (58) is Sacked and destroyed by Reavers!
    Native Defenders in 59 lose 1 Unit to Reaver raids.
    Holy Site 1 in 59 is Sacked by Reavers, becoming Open!
    The ESP TP2 for Coral Dye in 59 is Sacked by Reavers, becoming Open!
    The RFT TP1 for Fertile Soil in The Dead Seas (60) is Sacked by Reavers, becoming Open!
    The STC TP1 for Untalented Crabs in 65 is Sacked and destroyed by Reavers!
    The Riftlings Many lose 1 Unit to Reaver raids.
    The Shifting Ennead narrowly resists the loss of Units to Reaver raids!
    The ESP TP2 for Gravelglass in 68 is Sacked by Reavers, becoming Open!
    The Open TP2 for Edible Algae in 69 is easily defended against a Reaver attack!
    The Open TP1 for Firefly Squid in Maurente (74) is Sacked by Reavers, remaining Open!
    Holy Site 1 in 75 is easily defended against a Reaver attack!
    The Open TP2 in 76 for Electrum Conduits is Sacked by Reavers, remaining Open!
    Holy Site 2 in Glacier Crag (77) is easily defended against a Reaver attack!
    The Gravetenders narrowly resist the loss of Units to Reaver raids!

    No one important was lost to the Reavers…this time.


    It seems the indiscriminate slaughter, capture, and disruption wrought by the Reavers in Coresite has resulted in severe disruptions to Deep Blue’s local network infrastructure. The subroutines that normally help ensure coordination, cohesion, and goal-oriented cognition strategies have been corrupted beyond repair, and will need to be reinstalled from scratch before Coresite’s memetic patterns disintegrate entirely.
    Coresite (58) has no Holy Sites remaining! Until the region has at least one Holy Site, the local Clerical Support cannot be anything except Reaved. Additionally, the region’s cohesion is beginning to collapse entirely…

    Region 65 begins to grow ever more empty in the wake of the slaughter or capture of the vast majority of the local working population. With so little of value to trade with outside areas for the goods they cannot produce themselves, and such tragedy heavy in the hearts and minds of many, the entire region begins to be wracked by famine, banditry, and disease in a downward spiral that shows no signs of stopping.
    Region 65 has no Trade Posts remaining! Until the region has at least one Trade Post, the local Mercantile Support cannot be anything except Reaved. Additionally, the region’s economy is beginning to collapse entirely…
    Organizations!

    KNH raises their Reputation with DNA by 1, to a total of 1
    KNH raises their Reputation with CCA by 1, to a total of 3, spending a favor in the process
    HEX raises their Reputation with CCA by 1, to a total of 1
    HEX raises their Reputation with DNA by 1, to a total of 2, spending a favor in the process

    CYP, COS, STC, GTZ, KNH, SEN, and HEX each contribute their first entry to the Crescent Companion! CYP, COS, STC, GTZ, KNH, SEN, and HEX each gain 1 Favor with ABS! DPB attempts to contribute an entry, but it wasn’t suitable.

    SKR spends an action on Drums in the Deep. HEX spends two actions on Drums in the Deep.

    LUX contributes to the Neritic manuals, gaining a Favor with ABS
    DPB, ESP contribute to Songline of the Frozen Seas, each gaining 1 Favor with CCA
    ESP uses an action to contribute to the Songline of the Frozen Seas. each gaining 1 Favor with CCA

    COS recruits a unit for +1 ABS rep

    DPB successfully Presents a Dissertation
    DRG deciphers Graduated Symbiosis from materials granted by the DNA

    OKI fails to Raise Rep with ABS from 0 to 1 (9)

    HEX gains two DNA Favors from exploration

    LOL Occupies 2 Units, fulfilling part of the demand for Occupational Etiquette!
    DPB, STC, ESP gain 1 prestige from To Greatness
    Last edited by LapisCattis; 2022-06-30 at 07:09 PM.
    No bubbles no troubles

  2. - Top - End - #182
    Troll in the Playground
     
    bc56's Avatar

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

    Pfilghol

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

    Regions
    The Pfithreef: 132

    Actions
    Rolls

    Economy: Finish Impressing Reaved Merchants in the Pfithreef (132)
    Using Shiv'rchins to meet desired resource
    The rebuilding efforts after the Reaver attacks are finally wrapping up and the laborers returning to the War-Jelly farms.

    Economy 5: Build a City: Ghlsgtot in Pfilghol (132)
    City bonus: +1 to treasure effect on 1 sack/round
    The semi-formal capital city of Pfilghol is now a mountainous edifice of stone and metal, home to many thousands of Pfith raiders along with many more lower-caste Pfith who support them. But the construction of a city leaves little time to hunt, and the warriors who call the place home grow restless.

    Economy: Send an Expedition northeast of the Pfithreef (108)

    Economy: Send an Expedition northwest of the Pfithreef (107)
    More scouts go out, looking for dangers and opportunities in the previously inhospitable waters north of Pfilghol.

    Military: Contribute to the Crescent Companion
    Given their already close ties to the Stewards, it is no surprise that the Pfith send new information about their hunting tactics. Perhaps it will aid in combating Titans? See non-actions for the submission.

    Spy Actions
    Ktloso: [REDACTED]

    SKR Cultural Exchange:


    Non-actions
    Support conversions to Sakurado
    Submit to the Crescent Companion
    Spoiler: Submission
    Show
    While Pfilghol boasts one of the largest armies in the Temperate Zone, armed with the best gear available, they are yet untested on the battlefield of nations. Until this point, Pfith warriors have been engaged primarily with hunting wild beasts and raiding mercantile outposts for supplies. Their tactics reflect this practice.
    The first step in any Pfith campaign is to send scouts, lightly armored Pfith warriors versed in stealth and tracking. The scouts locate targets of opportunity within the area, such as isolated trade routes, animal dens, and small villages. They also frequently bring schools of War-Jellies and swarms of Shiv'rchins with them, planting them in order to create chokepoints and hinder movement of enemy forces. When the scouts signal that the battlefield is prepared, the hunters arrive. The scouts and some of the hunters attack using skirmish tactics, moving to strike at exposed flanks and weakened enemies using spears and their natural venom.
    The remaining hunters, about two thirds of the party, wear heavy armor and wield similar spears, and form a battle line, usually at a chokepoint previously prepared by the scouts. They attempt to attract the attention of the enemy force, luring them in so that the harassers can outflank and surround them. Their primary means to do this is by making noise: clanging and scraping weapons against armor and shouting war cries and insults at the enemy.
    As this tactic has not yet been tested against a professional army, its effectiveness is still unknown. It is likely there will be significant change once the Pfith go to war in earnest.




    Spoiler: Passive Bonuses
    Show
    Reputation:
    ABS 1: +1 to resist Sack and Coerce
    ABS 2: +2 to resist Secret Actions
    ABS 3: +1 battle, +1 vs Titans, +1 depth (reqs. hard metal)

    1 Perfected TacDoc: +1 maneuvering

    Spoiler: Bookkeeping
    Show

    Spoiler: Characters
    Show
    Olgght - current leader, successful conqueror/unifier. Hungry.
    Gtsit - Second-in-command, first to betray. Clever, dangerous. Hungry.
    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. This tacdoc is perfected: +1 to battle on success
    Military Technologies:

    Spoiler: Economy
    Show

    Treasure:
    2/5
    +1/round
    Trade Posts Owned:
    Luxurious Hides: 101.1
    Shiv'rchins: 104.1(S)
    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; 2022-07-06 at 11:12 AM.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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

  3. - Top - End - #183
    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 F10 I1
    New ruler next round
    D3 M5 E1 F8 I4


    [Faith]Miracle

    [Faith]Set HS 15 bonus to Impress Actions

    [Faith] Impress Clergy in R17

    [Faith] Impress Clergy in R18, second action due to reaving, autosuccess

    [Military] Raise a unit of Kelpies


    Non Actions:
    Resist all conversions
    Resist all buyouts
    Accept the supply of Siren from the Lojanese Trade Route
    Last edited by Torv; 2022-07-10 at 10:28 AM.

  4. - Top - End - #184
    Dwarf in the Playground
     
    Aerin's Avatar

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    Home

    Default Re: Empire 7: Into the Depths IC Thread

    The Lux-Glossian Shades
    Temperate zone, regions 135 (capital) and 111
    Capital: The settlement of Leriander in the Glossian Sea
    Round 7

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

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

    Ruler increases: +1 Intrigue, +1 Economy

    New ruler (non-dynastic): Liaro of the Red Shade, Eldest of the Matriarchs. Rolls here.

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

    Actions:

    1. Intrigue: Investigate southwest of region 173. [22, GREAT SUCCESS]

    2. Intrigue: Investigate southwest of region 176. [12, SUCCESS]

    3. Intrigue: Investigate south of region 96. [15, SUCCESS]

    Spoiler: Repeated expeditions lead to familiar crews
    Show
    As expeditions begin to range farther from the Glossian Sea and endure for months on end, the act of exploration becomes more restricted. Fewer startup Shades can afford to invest in enough provisions to reach uncharted waters, though it is not yet impossible. The existing powerhouses, notably the six founding Shades of Leriander, develop their own specialized task forces to answer the Grand Conclave's call to head west and south.

    Those of the Blue Shade are meticulous surveyors and the finest mapmakers of Lux-Glossia. The Red Shade harbors a crew of biologists and geologists. No stone is left unturned and sampled for algae. History and culture are the specialty of the Green Shade, who send a dedicated linguist and archeologist along. The Yellow Shade often coordinates joint expeditions with the Shades of Holy Ovum, who send young acolytes to be trained in the Flowing Way. The Cyan Shade makes no secret of the fact that they explore for glory. They wish to be the first to make the next big discovery, the first to spot dangers on the horizon, and the first to colonize foreign waters. Finally, the Magenta Shade boasts of being able to explore where other Shades cannot. They often volunteer for expeditions into the wastes, the frozen waters, and the briny depths.

    Unlike the Cyphiri, where family identity is strongly tied to one's occupation, these specialties have formed from happenstance. The Blue Shade's expeditions make fine maps because they so happen to have a member who is a great cartographer. They did not specifically recruit a cartographer because the Shade specializes in maps. As the individuals involved grow, age, and shift Shade allegiances over time, these specialties will change.

    4. Economy: Buyout region 138 TP 3 (Pure Berries). [13, SUCCESS]

    Spoiler: A cure for saltburn
    Show
    As our neighbors to the north, it's not uncommon for there to be news and minor goods from the Gotezhar traded across the border. Recently, it was discovered that Pure Berries can be used to disinfect and purify wounds from cases of saltburn. Sadly, as the Tideswept Shelf's population has grown to rival the Glossian Sea's, so too have the number of incidents of briny upwellings catching residents unaware and leaving saltburned gills and skin. A secure source of Pure Berries would be a great boon to the region.

    5. Economy: Colonize region 173. Leave the holy site open. [13, SUCCESS]

    Spoiler: Lux-Glossians settle farther than ever before
    Show
    Grand Matriarch Ispe sent out the most expeditions during her rule of any Lux-Glossian Matriarch to date, but that is not the feat that she is most renowned for. Lux-Glossia's second stable colony outside of the Glossian Sea was discovered and settled during her reign. Not only will the new colony provide housing and employment for young Shades, it will hopefully serve as an outpost for further exploration to the west and south.

    Non-Actions:

    1. Contribute to the Crescent Companion. (1/2)

    Spoiler: Lux-Glossian arms and armor
    Show
    The Lux-Glossian Shades are not good at war.

    Most Lux-Glossians do not know how to fight. While rare, there are still some Shades in Lux-Glossia that determine the ruling Matriarch by ritualized combat, particularly in the most fringe of border colonies. Most of the contests that involve sharp implements proceed until first blood. Those that involve wrestling and sheer strength proceed until one or more of the participants is too tired to stay afloat and sinks to the sea floor. Contests of strength in fin-to-fin or tendril-to-tendril combat skew towards the physically bulky Lysimia, while contests of weapon finesse are favored by the quick and agile Mer. Combat to the death over leadership is not unheard of, but highly frowned upon. It's the sort of activity that very quickly has a Shade's members scurrying off to join more tame rival Shades, hence why it's most commonly found in areas with few rival Shades available to join.

    Because true mortal peril from hostile forces is so rare in Lux-Glossia, arms and armor are rare and often passed down from member to member along a Shade. There is no standardized equipment. One Lysimia may be adorned in sewn and padded dolphin leather while the next clinks around in a vest of hardened, interlocking fish scales. Certain large fish species are bred specifically for their large scales, but as demand is low so is the supply. Lysimia, being sea slugs, are squishier and more often wear heavier armor than their Mer compatriots.

    Certain weapon types are favored, primarily staves, spears, and clubs due to the over-abundance of driftwood. Because the Glossian Sea tends to gather all sorts of flotsam and debris on the water's surface due to a quirk of the currents, scraps and materials from past ages end up in the clutter quite frequently. While rarely composed of metal (it sinks), it's not entirely uncommon to see a Mer or Lysimia wielding a strange hook or serrated edge made from something unique scavenged from the surface waves.

    2. Change ruler non-dynastically. Rolls here.

    Spoiler: RIP Grand Matriarch Ispe
    Show
    When your governmental system is essentially rule of the eldest of a group of elected chiefs, you end up with a lot of very elderly rulers. And unfortunately, no matter how successful they may be, elderly rulers don't tend to last for very long. Fortunately, there are a lot of them with rather similar foreign policy, so the disruption on the national scale is minimal. On the local scale ... let's just say there are a lot of petty turf wars in Leriander that are decided by which Shade currently holds the Grand Matriarchy.

    3. Spend a favor with ABS to increase reputation from rank 0 to rank 1.

    4. Start a monumental undertaking. [1/3]

    Spoiler: Charting the oceans
    Show
    Ispe's great success at discovering and settling new lands sparks a desire to commemorate the hard work and lives lost by intrepid Lux-Glossian explorers. A motion narrowly passes the Grand Conclave to set aside space in Leriander for a large open-water pavilion. The central piece of the memorial will be a intricately carved stone relief map of the Glossian Sea, with settlements and geographical features labeled. Under the pavilion will be a library, housing maps of all the regions of the oceans known to Lux-Glossia. However, before any work can progress on the pavilion itself, the masons need to know the dimensions of the relief. And to know the dimensions of the relief, the maps of the Glossian Sea must be compiled from the disparate Shades and colonies where they reside. As you can imagine, getting each rural Shade to willingly share regional maps which have been passed down for generations with potential rival Shades is a bit like wrangling herring, and then they have to be checked for accuracy after that. Even the Leriander Shades that have been exploring outside of the Glossian Sea will need some convincing (read: bribery) to share their most detailed observations. This project is going to take multiple years.


    Spoiler: On Costa Sereia's request
    Show
    While there's initially quite a bit of grumbling, the Grand Conclave eventually concludes that it is not worth antagonizing our nearest neighbors over a single temple. It is, in all honesty, a reasonable request to not disturb the remains of our ancestors. The temple shall remain untouched.

    Spoiler: Reminders for myself
    Show
    End of round 7: -1 rep with CCA if I still owe favor debt (shouldn't be an issue)
    End of round 9: Chora's faith competition ends (but there's not much you can do to help, mostly faith head stuff)
    End of round 10: Crescent Companion ends (still need to do 2 entries)
    End of round 11: Songline of the broken seas expires - intrigue action to get 2 treasure, once only
    Respond to Gengy
    Write up that thing for Role ASAP
    Make a flag!
    Start a monumental undertaking - need to ask to borrow friend's tablet for drawing
    Last edited by Aerin; 2022-07-09 at 03:06 AM.

  5. - Top - End - #185
    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, 26
    D: 6
    M: 10
    E: 6
    F: 6
    I: 2

    Actions:

    1) Military: Impress the Aristocracy of Bloodhome, Region 26 success

    2) Diplomacy: Establish Confederation Claim on 18 Success!
    3) Diplomacy: Host an Event: The Bloody Ball
    Event Sub-Actions: Guarantee the Independence of Region 18

    4) Faith: Rejoin the Crimson Choir
    We have always seen the light. The light at the end of the tunnel. The dying gasp of the believer, the truest prayer. Gaze into the Radiance and see the cipher hidden from the seeing eye. The Vessel sits now upon a throne of blood, coral, and resplendent rays. May divinity grace us.

    5) Faith: Seek Aid Confederation Claim Success!

    Rolls

    Ruler Stat Increases: +1 Diplomacy, +1 Faith

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

    Use Cultural Exchange to sign Prestige Treaty with Lambent Syndicate. After the battle is over the two forces meet on the carrion sands and sign the Pact of Stone and Blood to reaffirm the long standing partnership of the two parties.

    Pact of Stone and Blood

    - The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders.
    - The Spoils of Victory shall be equally shared.
    - Free exchange of technologies and wonders.
    - A slight to One shall be repaid in kind.
    - Any conflict precipitated afterwards shall first be negotiated.

    Stats next round
    D: 7
    M: 10
    E: 6
    F: 7
    I: 2

    Spoiler: Book Keeping
    Show

    Regions Owned: 7, 19, 26

    TPs owned:
    Siren Extract TP 2 Region 2
    Treasures and Artifacts TP 1 Region 7
    Jaderock Coral TP 2 Region 21

    Units Owned: 4/9 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.
    (Currently has 1 Charge)

    Last edited by Tychris1; 2022-07-09 at 04:41 PM.
    “I’m a Terrorist not an idiot.” - Me
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  6. - Top - End - #186
    Barbarian in the Playground
     
    Silent_Interim's Avatar

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    Somewhere South of Hell

    Default Re: Empire 7: Into the Depths IC Thread

    Unrest Actions: Round 7

    Local authorities chafe as their newfound partners, masters, or occasionally overlords, completely ignore their cultures and heritages. Discontent brews under such conditions.
    The following regions have not received write-ups, and will rapidly progress towards rebellion if not supplied with them in a timely fashion.
    Tropical: 8, 11, 19, 20, 22, 24, 27, 28.
    Temperate: 129


    For whatever other problems rage, merchants tend to care about one thing- filling their own coffers. In merchant halls near and far, requests of varying degrees of politeness and urgency are made for the great powers of the world to, perhaps, turn their attention to what the merchants want?
    The following regions are not being supplied with their Desired Imports. If this is not resolved soon, their merchants will become unhappy and may move towards rebellion.
    Tropical: 6 (Dyes), 12 (Parasite Hosts), 15 (Drugs), 19 (Precious Minerals), 20 (Unskilled Labour), 22 (Hard Minerals) 24 (Military Labour), 27 (Megafauna)
    Polar: 51 (Megafauna), 55 (Heat Sources), 66 (Luxuries), 67 (Stone-Cutting Tools), 70 (Spices), 71 (Food), 78 (Silver)
    Temperate: 111 (Tools), 113 (Military Labour), 127 (Hard Minerals), 128 (Esoterica), 130 (Skilled Labour), 136 (Heat Sources)


    Spoiler: Tropical
    Show
    Though they were briefly mollified by the offering of Siren Extract, it transpires that the wonder-drug of the Mistresses is simply insufficient as a neurotoxin. Still, the Extract has briefly distracted them. The Merchants in Region 17 lack their Desired Import! Region 17’s Merchants have been unruly since round 5: They may rebel at the end of this round if not appeased!

    In the chaos of invasion, it is almost trivial for a single mer to slip unnoticed from Bloodhome. Not even a challenge. It’s a little trickier to make a trip through the Living-Speaker’s residence and steal his entire personal supply of Siren Extract on the way out. Still, it isn’t a problem. Doing so without leaving evidence or bodies behind would be a challenge even to her. So she doesn’t bother. Nobody thinks anything of a few extra dead mer.

    She has forged travel documents for half the tropics, a variety of knives, the clothes on her back, and her wits. That’s more than enough.

    Alinus Ernost has become a free-roaming agent of chaos, using her considerable skills in spycraft and brutal violence to make her way across the world, subject to no agenda but her own. She retains her previous Spy score of 8, but she is no longer associated with any country, and will take actions on her own behalf, following the rules below. All action and resistance rolls Alinus makes use her Spy score with no other modifiers unless noted.

    Spoiler: Alinus Ernost, Rogue Agent
    Show
    Every round, Alinus will perform one hostile action in her currently infiltrated country, after which she will usually attempt to move on. Actions Alinus may perform on her own are ordinarily limited to Theft, Disrupting Trade, Undermining Supports, Inciting Treason or Sparking Rebellion. She will not attempt to steal Technology, Artifacts, or Specialized Ships of her own accord, but will steal Treasure. She is not capable of carrying out Special Actions, even if acting on behalf of another who is.

    If Alinus is subject to counter-espionage or an attempt to root out spies, that will be checked before she attempts her hostile action. If these or other circumstances (such as failing an action by a sufficient margin) would cause her to be forced to exfiltrate, she will (rather than exfiltrating to her home country) attempt to infiltrate another country sharing a cultural exchange, trade route, border, or vassal/liege relation ship with the country she is exfiltrating from. If there are no such countries, or if she fails her infiltration, she is captured instead. If her country of origin would be revealed, it is instead revealed that the agent had no affiliation.

    If a country wishes to recruit Alinus, they may do so using an Incite Betrayal special action. This still requires a spy infiltrated in the same location as Alinus at the same time. Alinus will resist attempts to recruit her with her Spy score. If successful, she will become a Double Agent under the control of the country taking the action. If the action fails, either due to Alinus resisting or an illegal attempt (due to Alinus not actually being infiltrated where the player attempting to recruit her thought she was, for example), the special action will be refunded as normal.

    Further rules for Alinus may emerge over time, as she develops her skills, gathers more equipment, and expands her own personal network.



    Spoiler: Polar
    Show
    Unrest gives way to blood in the water as the Weavers and the Watchers briefly turn to open warfare among themselves. But a canny leader guides them to twin scapegoats: Bob, and Prince Antenius. They demand freedom from both tyrants, and the opportunity to deliver the people’s justice to the leader who so drastically failed them.
    The Clergy of Region 67 has rebelled! The rebellion is lead by Ada, Who Beholds From Afar, with a commander score of 5, and has a total of 8 units.
    They demand independence, and the return of Bob, Who Watches The Currents. If Bob is executed, or if the CSC becomes incapable of delivering on this offer, the latter demand is cancelled, but a new demand may be issued in its place depending on the circumstances which led to the cancellation.
    If not assuaged or defeated this round, the rebels will attempt to Sway the Aristocracy of Region 67.


    Prince Antenius is shockingly silver-tongued. A new joke joins the Prince Antenius' ear routine- what do you call an attachment that shows great promise, but inevitably disappoints you? A prince's tongue. This joke goes further- including to the most important of the Doflein. They are made keenly aware that Antenius' inaction is the reason that trade is being mucked with, and with it the comfortable lifestyle that aristocrats are accustomed to.
    The Merchants in Region 69 lack their desired import! Unruly merchants attempt to Undermine the Aristocratic support in region 69! 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
    All is quiet, for now.
    Last edited by Silent_Interim; 2022-07-03 at 01:53 AM.
    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.

  7. - Top - End - #187
    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 7


    Rham, the Frozen King

    Diplomacy - 7, Military - 10, Economy - 8, Faith - 2, Intrigue - 1

    Actions:

    1. [Economy]: Provide Trading Post 2 of 78 to people of 59 to alleviate their crisis

    2. [Economy]: Buyout Trading Post 3 of 78 with aid of the Gravetenders (Roll: 14. Success!)

    3. [Diplomacy]: Attend event: Fruit of the Reef in Bloom
    - Event sub-actions:
    - 1. Formalize agreement with SEN during Fruits of Reef in Bloom: Non-aggression pact between our nations, and SEN refrains from invading or gaining supports in 66 or 65
    - As the hostilities at the newly conquered Cathedral of Movement intensify, Kar-Nath Hegemony moves to finalize its agreement with the Shifting Ennead to secure the border situation while the leverage still lasts.
    - 2. Formalize agreement with the Eternal Spring during Fruits of Reef in Bloom: the Hegemony provides 59 food assistance of one trading post, and gains 3 treasure from Eternal Spring in exchange
    - While hard-pressed to advance the nation's agenda with constraints at play as it is, the Hegemony cannot in good conscience leave an entire region to starve, and as such negotiate a deal with the Eternal Spring to alleviate the crown's financial woes that'd result from such a grand task of feeding thousands of mouths.
    - 3. Accept 1 treasure for providing food aid to 59
    - 4. Share the following technologies with the Eternal Spring: Composite Grafting, Trophic Deconvolution, Photospore Signaling, Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis
    - With their ties to the Eternal Spring growing closer in hopes of reducing dependence on any single merchant, the Hegemony shares many of the technologies acquired from earlier exchanges of information across the Polar region.

    4. [Diplomacy]: Mission - Use Mantle of Warmth to pass Glacial border South of 77 (Roll: 17. Success!)

    5. [Faith]: Adopt Faith: The Blossoming Sequence

    Non-actions:

    A. Continue construction of a monument: Rimestone Statuary (5-part project)(5/5: Complete! +2 Prestige: KNH raises to Prestige 3!)

    Spoiler: The Hegemony celebrates its success!
    Show
    The work is complete, and the Hegemony rejoices as its new cultural landmark is opened for people to visit! The initial viewing of the grand statuary is of course reserved for the upper class and foreign dignitaries both, but soon enough the everyday citizens are swimming through the passages between the rimestone statuary. The atmosphere is festive, with grand displays of bioluminescent lights, music and impassioned speeches... but underneath it all, the place itself is still quite solemn, lists of names and certain scenes of Nathi history being the sort to remind the ones watching them of more grave matters.

    When it comes to the highlight of the unveiling ceremony, however, people are in for a surprise. Flanked by his royal guard and attended by Munda, the main diplomat of the Hegemony, the Frozen King himself takes to speaking with the people. Clad in a cloak of fine sea-silk and attire wrought from hides of exotic beasts, he seems to have set up the image of prosperity and military strength, pillars that have kept the support for his rule steadily increasing since the fall of his predecessor. The king does not neglect to praise the contributions of Hegemony's neighbors either, praising both Riftlings and Gravetenders for their fine qualities and cooperation with the Hegemony... something that has given both races their own places in the statuary.

    Perhaps the greatest surprise to come from the great opening ceremony is the monarch gesturing forward a younger Nathi of naturally pale complexion, their shell shimmering with almost opal-like pale sheen. Rham goes on to introduce the youngster as his future successor Nedir, and formally announces his plans to pass the throne to them once he has finished setting the affairs of Hegemony to satisfactory state. While some are dismayed at the possibly impending departure of a beloved ruler, the people generally feel positive towards the development, as it has clearly been planned out with a level of foresight... and those who have still had their doubts of the old King thanks to his coup of his predecessor rest somewhat more easy after the announcement.

    B. Contribute an entry to the Crescent Companion (2/2)
    - As the trade of military information between the Stewards and Hegemony continues, General Kreel personally offers their allies a general overview of Hegemony's arms and armor for their project.

    Spoiler: Arms and Armor of the Hegemony
    Show
    While the armaments of Kar-Nath Hegemony can be fairly simple for large part, their utilitarian design has been favored by the legions for ease of standardization and manufacture. As each Path of the Hegemony tends to bring about its very own way to partake in armed conflict if so inclined, the variety can regardless grow considerable. The manufacture of the more exotic weaponry tends to be left to the more talented sort of craftsmen as a result, while the common soldiery gets robust and more produced equipment.

    The usual war-attire of Hegemony's legionaries consist of slabs of stone sculpted to follow the general shape of Nathi's armored carapace, attached to their war-wear with numerous straps that can be cut in event one needs to remove damaged armor or otherwise reduce the weight upon themselves... but it is generally seen as a cowardly thing to do in order to run away, with "slateless" legionaries often facing harsh punishment if they do not have proper reason for such a measure. In addition to this, more veteran units have also employed hides from sea-beasts as heavy cloaks to further block ranged attacks with precise parries to get the missiles tangled in the billowing cloth.

    Usual arms of the legionaries consist of trident and shield built of stone covering over flexible yet firm base of woven reeds enhanced by an odd extract rumored to be made from mixture of powdered rimestone and other odd materials to give it the necessary rigidity to truly survive strikes. Other popular arms are quill-throwers, curved bone blades and sharpened edges affixed onto the claws or carapace of the legionaries before the battle, although these are naturally more dependent on matters of personal preference.

    Apart from the special weaponry favored by the Paths of Deep-Hunter and Blades, the most peculiar wargear of the Hegemony can be found with the Depth Guard. These elite warriors have taken solemn oaths that render them exclusively to the service of ruling Frozen King or Queen, and can also occasionally serve in retinues of generals and other people of importance as extension of the reigning monarch's will. They alone have thur far been given the honor of wearing armor of expertly shaped Rimestone plates and weaponry of same material, giving them protective shells of ice that repair themselves if shattered and strikes that freeze the insides of their foes on contact. As the very best warriors the Hegemony has to offer, only the most loyal and skilled can ever raise to the occasion and join their ranks.

    C. Ask Divine Nacres to explore South of W6 in exchange for a favor, lending them the specialized ship Silvered Eye for duration of the expedition
    - Remaining ever curious about the lands surrounding their home, the Hegemony seeks the aid of Divine Nacres to speed up their exploration of the frozen seas.

    D. Buy the Mantle of Warmth from Abyssal Stewards for one action with one treasure
    - While presently lacking reliable innovations to survive the subzero temperatures of their glacial borders, the Nathi utilize their good connections with Abyssal Stewards in combination with some generous financial contributions to acquire the means to allow the initial exploration teams to temporarily overcome the challenge.

    E. Raise reputation with the Abyssal Stewards to 3 with one favor
    - While still lacking the means to provide metals the rumored forgets of the Stewards require to create their peculiar technology, the Hegemony regardless continues to strengthen its ties with the organization. There is wisdom in preparing for the worst, and gaining the friendship of such learned and venerable individuals may prove useful with the ever-worsening news circulating the frozen sea.

    Other news:

    - As the "isolated" cases of disappearing people and things escalate into something approaching a pattern, the ruling classes of the Hegemony begin to send polite but firm overtures towards the Chelonian Chora, inquiring as to their knowledge of such events. While no outright accusations have been flung about yet, the Legions of Kar-Nath have been commanded into increasing vigilance to secure the safety of the populace against abductions.

    Leader improvements from turn 7:

    + 1 Diplomacy, + 1 Economy

    Leader stats for turn 8:

    Diplomacy - 8
    Military - 10
    Economy - 9
    Faith - 2
    Intrigue - 1
    Last edited by Grim ranger; 2022-07-10 at 11:22 AM.

  8. - Top - End - #188
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Mar 2012

    Default Re: Empire 7: Into the Depths IC Thread



    Primarch Marcion
    Diplomacy 8
    Military 4
    Economy 7
    Faith 6
    Intrigue 1

    Diplomacy Establish a marriage claim on The Black Pearl crime syndicate Success!!
    Marcion is conflicted and alone. A Primarch stands alone, never meeting their predecessor or successor and never having a partner. But the work ahead of the Garden is great, greater than any one person, even the Scion of Thekla. Maybe there is another way...

    To the North is one like themself, a unitary leader, strong where Marcion is weak. Perhaps, together, they can be more. Perhaps from her flesh could be grown a
    Secundum to be the Heir to both of them, a protégé to Marcion to carry on without interruption when they fail...

    Diplomacy Sway Clergy in 129. Success!

    The people of the colony to the south need a church, and, having sent missionaries, a follow-up expedition is long overdue

    Diplomacy Raise Reputation with The Divine Nacres Success!!

    In this time of great change, securing the blessing of the holy ones will help sooth tensions among the faithful

    Faith attempt to convert holy site 125.1 success!!
    Faith attempt to convert holy site 132.3 success due to assistance from owner


    Sakura-Jin missionaries seek to spread the faith

    Spy Action: Eusebia does something!

    Spoiler: The Museum- research wing and staff
    Show
    The most important part of the facility though, is the private campus.

    This contains dormitories and laboratories for bio-engineers and priests, as well as their students and visiting scholars. There is easy access to the gardens and ossuaries where samples of rare creatures, living and dead, respectively, are kept.

    There is also a separate dormitory for the maintenance staff, who are converted, and even occasional non-Sakura, members of the Nautilite Diaspora. Not totally unlike their distant cousins in the cold seas, they fit in well in the caste-based system of Sakura-Do. It was decided the bloodlines and cultural traditions of their people were uniquely suited to the position of groundskeepers. This was in part due to the incredible soothing and awe-inspiring effect that they have on Hermit Crabs, which is bred into most Gardener bio-constructs.


    Non-action Gift mercantile supports in Dashasham to Black Pearl as a dowry.

    Marcion and two Astartes appear at the headquarters of Lady Ink.

    "We've come to offer you a trade and to share a future..." they leave with a scraping of flesh and promises shared...


    Spoiler: Rumors
    Show

    The Non-Hermit Crab population of Dashasham lobbies the ecclesiastical leaders for responsibility and a large quota of new births. Seeking to increase the population for the new outward expansion without changing the unwritten law that there should only be 177,147 living adult Hermit Crabs at a time, these requests are granted without significant pushback.

    The disappearances of people and other concrete nouns alarms the spiritual, tight-knit culture of Dashasham. Though a few people are found to be apostates living among the Gotezhar, most are never heard from again!



    New stats +1 Diplomacy +1 Faith

    Diplomacy 9
    Military 4
    Economy 7
    Faith 7
    Intrigue 1

    marriage roll

    Other rolls
    Last edited by Feathersnow; 2022-07-06 at 10:44 AM.

  9. - Top - End - #189
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 7
    Regions: 122, 129 (not fully settled)
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 6 Military 5 Economy 6 Faith 5 Intrigue 2


    Actions
    End of Turn Ruler Increases: +2 Economy
    1. Settle Colony in 129 1/2 [Economy] - Unrolled
    2. Settle Colony in 129 2/2 (Gain TP) [Economy] - Unrolled
      Project accelerated by 122's Reefback Nursery with Construction Boom active
      With the southern colonies doing well and finding themselves with a surplus of Chora-provided labour, the Pylet family decide to commit fully to the fate of Pyl-Garat, selling what assets and businesses they can't move south and putting all their wealth into the development of the settlements there. It's a rough couple of years, particularly given their refusal to accept loans from either Hallus or Ulnesh in order to avoid getting even more entangled in that political divide, but in the end they're quite satisfied with the results.
    3. Buyout TP1 in 118 (Domesticated Sea Cows) [Economy] - 14, Success (1 Treasure spent)
      After a decade of efforts (and a few of the oldest and most stubborn farmers dying of old age and being replaced with more their more open-minded children), the Pylet family finally find a solution to their cow-related troubles and use a middle man, albeit one many aren't that happy about using. The Tellan, who already had businesses in the region related to the trade, had noticed the other family's fruitless efforts and decided to step in - having struck up an amiable relationship with the locals of the region and made their own land deals here and there as required for the trade route, and having suitably distanced themselves from the offence the early Pylet negotiators had caused, the Tellan representatives had much better luck arranging for a regular supply of sea cows. When approached by the Tellan with news of their success and their proposals for the Pylet to buy off them rather than the farmers (at a price that ensures the Tellan get a profit out of the deal, naturally), the Pylet leadership see grudging acceptance to be their only real choice.
    4. Impress Merchants of 118 (Using Biolumiscent Tunicates to satisfy Light Sources) [Economy] - 15, Success
      Seeing the Tellan take an interest in the region (and feeling a little bit of annoyance that they didn't grasp the opportunity first), the Kelad family see an opportunity to finally make use of the plan they started years ago when they acquired a supply of biolumiscent tunicates - they'd realised that the farmers were looking for more light sources to light up their farms and acquired a suitable product from a nearby region, but between one thing and another hadn't begun the process of selling the farmers on the things and using that to spread their influence in the region. With the Tellan already making deals with the farmers, the Kelad instead simply offer to sell on their tunicates and allow the Tellan to use them as a bargaining chip in their deals to make the whole excercise more productive and profitable. Besides their usual motive of getting their slice of the profits of other families, the Kelad family have another motive - concern over the Black Pearls. With the Tellan heavily invested in the farms and businesses found in the strech of land between Orope and Dashasham, the hope is that the Pearls will be discouraged from moving into that area and will instead focus their efforts elsewhere, away from the trade route and other Cyphiri businesses.
    5. Expedition East of 123 [Economy] - 18, Great Success (1 Treasure spent)
      Bouyed by news of success from the western expedition, Pelir Hallus set about trying to keep the momentum and get another one going. The Hallus family shows little interest in her next target - the narrow and stormy eastern passage out from the region the Carral had established themselves in, a survivable route sandwiched between barren wastes to the south and toxic seas to the north. Between the greater distance, it serving little purpose for the family rather than the possibility of useful resources, and many Hallus figures being concerned about other matters closer to home (like the Pylet and Pyl-Garat), she finds few backers within her own family despite her influence, so she looks further outwards and finds the Belar family already planning the same journey but finding themselves short on supplies. She decides to back them, supplying the necessary funds and equipment out of the Hallus reserves and making the arrangements with the Carral to let the explorers use their eastern holdings as a staging point, and it's not long before Belar scouts are going further east than any Cyphiri ever had before.


    Nonactions
    • Provide Cobalt Dye to OKI through the trade route
    • Spend 1 ABS favour for +1 Reputation.
    • Provide a submission for the Neritic Manuals
      Spoiler: Malleable Blubber
      Show

      To the east of Cyph-Arel is a region where, of all Cyphiri families, it is the Carral that are strongest - they headed eastwards in an attempt to win the favour of a western business, and ended up deciding that what they found was more important than a deal they weren't going to be able to secure. By now, they have a dominant hold on the commerce of the region, and it is the blubber industry that is the jewel of their crown.

      The source of the blubber is the welparn, a large quadrupedal herbivore that dwells on the seafloor in herds. The secret of why the blubber has the traits it does is still a mystery that neither the locals nor Carral have been able to replicate, so for now they just breed welparn (or hunt wild herds) to ensure a supply of the stuff. The blubber is very easy to work and shape, and provides excellent insulation while also absorbing shock quite well. The most common use by the locals is what they simply refer to as the "inner layer", a type of clothing made up of malleable blubber shaped to an individual's body and then wrapped in the wool given by another animal commonly herded here. While a little constraining and time-consuming to put on (and quite ugly-looking, by Cyphiri reckoning anyway, even with their outer clothes disguising the bulk a little), it's quite popular for the herders of the region, whether or not they raise welparn - it gets quite chilly in these parts in the colder months, so the insulation it provides is quite welcome, and it gives a little bit of protection should one of the animals decide to misbehave and start headbutting or ramming. A facewrap similarly made out of strips of malleable blubber wrapped in wool is sometimes worn when it really gets cold.

      Its value in providing more general insulation has also been noted by the Carral family, and some Cyphiri have begun making their own products with the stuff. Chief among these are sealed jars, using a coating of malleable blubber to insulate the contents and ensure environmental debris cannot enter the water the contents are stored in - these jars are why the colonists of Pyl-Garat can so easily cook their meat with ashes gathered in the northernmost part of the known seas, for instance.
    • Provide a submission for the Crescent Companion
      Spoiler: Cyphiri Self-Defence
      Show

      While it is a fact that Cyphiri tend to have a distaste for personal combat and rely on mercenaries for such matters, it is also a fact that the oceans can be a dangerous place and many Cyphiri in roles that take them outside of Cyphiri settlements and business will run into trouble at some point or another. In particular, opportunity scouts (those Cyphiri tasked with roaming the known seas in search of business opportunities for their family) are fully aware of the risks involved in their job - finding a local ruler more hostile to foreign interests than expected, general banditry, hostile wildlife, offended locals, and so on - and as such equip themselves accordingly.

      Among the Cyphiri, the conventional wisdom is that they'd much rather not be hit than have to test the worth of their fortitude and equipment, so the opportunity scouts favour lighter armour, typically made out of tough plant fibers strengthened by Cyphiri agricultural bioengineering (although scouts from Pyl-Garat have taken to using treated hides instead, either from their hunts or engineered for this purpose) - it won't stand up to the full might of the warriors of the zone, but it helps in the minor troubles an opportunity scout can find themselves in and is somewhat discreet and likely to cause fewer assumptions about their intentions than the heavy armour of a career soldier. Their chest and legs are armoured much like any Mer-like species, being rigid enough to wear conventional armour, but the differences are found when it comes to arms. After all, the Cyphiri have six tentacle-like limbs rather than a solid pair of arms, and armouring them directly typically feels very uncomfortable and constrains their free movement - there's a reason why Cyphiri clothing is typically sleeveless. Instead, Cyphiri armour favours a tough cloak within which any limbs not in use can be kept safe, darting out to strike when necessary, often paired with a hood.

      For weaponry, the preferred Cyphiri armament is a knife or dagger - small and discreet, so able to kept out of sight in times of peace and negotiation, but still potentially deadly in a fight - the tentacle limbs of the Cyphiri give them a slightly greater reach than most Mer-like species, and their great flexibility and the deftness of the average Cyphiri allows them to wield them well, while they might struggle with a heavier weapon. The typical Cyphiri weapon is made out of engineered bone created by an organism specifically made for this purpose - not a common sight, and a few families jealously guard the secrets of their creation in order to stay on top of the Cyphiri self-defence market. Those opportunity scouts who are most concerned about their safety train with these weapons, favouring bone blades made for precise piercing that they can strike at the weak spots of any armour (natural or otherwise), and of any species (the eyes are typically a good choice, they've found), they may come across while those who just want something to defend themselves with pick up bone knives with slashing edges, which besides practical uses in everyday life can still cause enough pain and confusion for the Cyphiri to get away, and if need be can be used to slice at blood vessels to cause more serious damage. Carrying multiple blades is somewhat common (more so among the scouts than anyone else), as the Cyphiri can manipulate multiple limbs with more ease than most species with normal arms.

      Outside of the opportunity scouts, some other Cyphiri adopt some parts of this style depending on their needs. For instance, the cloaked armour of the scouts is often seen on Cyphiri explorers heading into unknown lands, and the more careful caravaners travelling Cyphiri trade routes, as while they have mercenaries there to do the fighting personal protection is rarely a bad idea, although those expected to do the talking with locals and business partners usually remain in the typical sleeveless robes of the Cyphiri. In the wake of the Reavers and news of wars in the west, Cyphiri bone knives and daggers are being increasingly popular among those who have to leave Cyphiri lands, seen as a good thing to have in an emergency and concealable enough to not be noticed and potentially cause offence to those they meet.


    News and Rumours
    • The representatives of the Kelad family handling their dealings with the seaweed farmers in 127 found themselves a little closer to the battles for the region as they would have hoped, but a Retainer Guard detachment sent to the region served to prevent any issues while not getting directly involved - for the invading coalition, they simply served as a reminder of who was invested in these farms and needed the produce from it, while they found their dealings with the local army a little more involved, guarding Kelad properties from hungry deserters and remnant forces until the Ironkelp Order could establish full control of the region.
    • News of the emergence of the Black Pearls is met with some concern by the Union Council. While their sphere of influence didn't currently include anywhere the Cyphiri were too heavily invested in, and hadn't significantly impacted the bottom line - the Kelad have been complaining about the impact their shakedowns and schemes were having on their profits from the tunicate business, but thus far have been unsuccessful on convincing their peers to do something about it - the prospect of them expanding to be a problem is a definite worry. The news of their northern neighbours striking some kind of deal towards an alliance with the syndicate deepens those concerns.
    • Gotezhar looking for adoption find few legitimately abandoned Cyphiri orphans - the system of having large intermeshed family/business hybrids means having dead parents rarely leads to a child being abandoned (any such cases typically being a case of the child being forgotten by the surviving family for whatever reason, or discreet and frowned upon attempts to deliberately separate child from family despite the normal rules forbidding removing a family member without their consent). That said, they still do find takers, as a few families do allow a few of their children to be adopted into a nuven, seeing the benefits of closer ties to the Gotezhar (many of these are actual orphans, as they naturally have fewer close relatives arguing to keep them in the family), while their more aggressive efforts are met with a broad spectrum of results - some unwilling adoptees being taken are met with no reaction at all (typically either because it was a child no surviving or influential family members particularly cared for - some are suspiciously easy to 'take on vacation' - or the percieved risk involved with causing trouble with the Gotezhar outweighed the love for and usefullness of the child) or a more active response involving some Kalan being sent out to either retrieve the child, negotiate recompense or judge whether the situation is worth getting involved in, depending on the family and child in question. One related thing that might get the curiosity of some Gotezhar is the active and frequent practice of adoption as an adult within the Union, the main means by which a Cyphiri moves from one family to another in order to find one better suited to their skills, attitude and motivations. If they're willing, the Gotezhar may be able to bring some adult Cyphiri into their nuvens through similar means.
    • The growing number of disappearances and odd goings-on has an increasing amount of Cyphiri concerned, particularly once key members of several major families join the list of those absent. Despite the matter being brought up in the Union Council, there is currently no organised effort to solve the problem, the as of yet unaffected families not putting the effort and other matters taking up focus. The role of the Chora in these events is something few are comfortable bringing up for now - despite recent tensions (apparently due to the state of the colony in Pyl-Garat) the Chora are still good friends as far as most Cyphiri are concerned, and the idea that they're involved directly somehow isn't a nice thought for them.


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


    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, 1 Favours (Expected Change: +1 Reputation, +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
    [I]Supermarine Artillery[I] +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling)


    Economy
    Spoiler
    Show

    Treasure: 3 (Expected Change: +1)

    Trade Posts
    Efective Total Owned (Treasure Rate) 11 -> 10 (2 Treasure/Turn)
    109.1 - Swarm Ash
    114.2 - Giantsbane Seeds
    117.1 - Biolumiscent Tunicates <Doesn't apply to Treasure gain due to Black Pearls>
    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 (Prereqs: Composite Grafting, Trophic Deconvolution)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 15

    Clerical Support
    122

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None

    Claims
    122 - Historicity, Integration

    Last edited by Volthawk; 2022-07-09 at 04:47 PM.

  10. - Top - End - #190
    Ogre in the Playground
     
    Gengy's Avatar

    Join Date
    Aug 2005
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    Male

    Default Re: Empire 7: Into the Depths IC Thread

    Round 7
    [Gotezhar, People of the Rain]

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

    Actions:
    1. [Diplomacy] Confederate region 139 (Roll: 21)
      The people to the east of Gotezhar are a strong group, and Korasoon refuses to give up on his attempts to speak with them about joining their strength with Ezcorher. He again personally arrives to speak with local leaders, and for hopefully the last time attempts to avoid speaking about anything offensive. It takes a great deal of convincing, but after nearly a decade of effort, the eastern nation agrees to considering joining Ezcorher.
    2. [Economy] Buyout Phosphorite [113 TP1] (Roll: 16)
      The Gotezhar have heard the needs of the Mer of the Meadows, and the Merchant caste has found a heat source! Sure, it explodes a little, but it's warm. Now to convince the Petrified Plains to provide Phosphorite...
    3. [Economy] Buyout Wild Armored Gharials [137 TP1] (Roll: 10)
      Many of the Gotezhar of Colownya have heard the rumors that they can taste words. How can the Merchant caste ignore this, when Colownya is their caste's largest supporters? Alas, it turns out that words taste an awful lot like acid, and the only ones the Merchants are making happy right now are the Gharials.
    4. [Diplomacy] PRS 4, World Wonder Project, [The Gathering Tide Warehouse] {1/5}
      In recent years, it is not uncommon for the Workers to finally be able to improve their building skills. A passion many Gotezhar are quickly coming to enjoy, for the simple sake of having instructions, following those instructions, and seeing the result. Sure, sometimes those buildings are sideways, but they were built with Gotezhar pseudopods! Seeing how happy this makes their people, Profundus Korasoon begins diplomatic discussions with all regions that fall under Gotezhar sway to establish that Gotezhar will now oversee a significant part of any construction efforts. In return, Ezcorher and the nearby regions will help to provide and maintain supplies, starting with the first such major construction: A massive underwater warehouse, that quickly gets the name 'The Gathering Tide Warehouse'.
    5. [Economy] PRS 4, World Wonder Project, [The Gathering Tide Warehouse] {2/5}
      In order to be prepared to receive supplies for the Gathering Tide, the warehouse itself must first be built. Coming off the recent success of finishing the Cloud Observatory, Profundus Sohizo and Joontar Arjiloza act as overseer and foreman, helping Profundus Korasoon to select a suitable location for the construction. There is a flat stretch of territory within Ezcorher that has no other purpose; it grows nothing, holds no military value beyond being within Gotezhar borders, and it is rare for any predators to hunt, as even fish are few on the flatlands. Lacking nearby resources, it is a terrible place for a nuven to call residence, yet it is a lengthy stretch of ocean floor that is near enough to the surface as to be usable for the large construction, were the Gotezhar willing to build here. Many resources are gathered, to the point that for a few years, it is difficult to utilize Barnacle Glue and Razorglass for anything else. Hundreds - if not thousands! - of Gotezhar Workers swarm the area, requiring shipments of Pure Berries from other parts of Ezcorher to keep them fed. Happily, they begin to construct a staggeringly massive building, only a hundred bubbles below the water's surface. It takes years of near constant construction, but the shape of the Gathering Tide begins to take form...

    Rolls


    Non-Actions:
    • PRS Monument, 5-Rounds (5/5): The Cloud Observatory within Ezcorher (Region 138) is finishing! After almost a decade and a half of effort, the large domed building juts out of the water, an enormous telescope pointed high into the sky. Several smaller openings in the roof show smaller looking glasses, suggesting that inside are many different rooms that would allow multiple creatures a greater viewpoint of the clouds in all their glory. There is a large grand opening ceremony, celebrating the Committee's efforts to complete this momentous undertaking. Profundus Korasoon themselves comes to congratulate the Committee, and receive a private tour before it is opened to the general public. The Mer maiden Mira'din acts as the Gotezhar leader's personal guide, and is trailed by Squall Eehetado who acts as head of security for the Grand Opening. After the large Profundus gets a preview of the facilities - and a first look through the massive telescope that was only recently completed - the Gotezhar leader joins the rest of the Committee outside the underwater opening into the Observatory, and amongst a massive crowd of eager Gotezhar, as well as a number of Mer and visiting dignitaries, formally welcomes them all the go inside and Accumulate Knowledge. To look up in wonder, at both the stars and the clouds... but also to reminder everyone to not look directly in the sun, lest it's fire burn their eyes in retribution for the foolishness. A grand speech, for sure! Profundus Korasoon concludes by reminding everyone: The Cloud Observatory is but a drop of rain in the storm that is Gotezhar greatness!
    • Use a favor for the Abyssal Stewards to increase Reputation from Rank 1 to Rank 2
    • In return for their generous gift of the Anoxic Adaptation, the Gotezhar provide Costa Sereia the Supermarine Artillery technology (Cultural Exchange, non-action)
    • Occupy (2) Units for Round 7 and Round 8, in support of Occupational Etiquette. [Edited after Round Close with approval from Role and Lapis]
    • The Crescent Companion
      Spoiler: The Protectors of the Meadows
      Show
      Another Report from the Documentation Historians of Elyan'dan
      The Mer of the Meadows of Elyan'dan have a standing armed force, in regimented styles. Most of this armed force acts as both local law enforcement and - in times of war - a defensive military. Elyan'dan breaks their military into Squads of 10 Mer, led by a Sargento. A Patrol consists of 4 Squads and a Support Unit. The Support Unit is overseen by an Intendente, and the Patrol is lead by a Tenente Segundo. Often, it is a Patrol that has oversight of a village. [50-Mer]

      Larger towns have four Patrols, making up a Troop. [200-Mer] Led by a Comandante, or sometimes just a Tenete Primeiro, they act as captains of the guard and are seconded by a Chefe Mestre, who is responsible for training new recruits. In the larger areas of population, though, it is uncommon but possible that five Troops form a Battalion, which results in the most senior Comandante to be promoted to Coronel, who takes command of the Battalion. In times of war - in the past - the Mer of the Meadows of Elyan'dan would promote the senior most Coronel to be a General, who leads the combined Battalions, which creates a Regiment. The last instance of a Regiment in use was decades ago, to attempt to defend against the Gotezhar taking recovering Clouds from Elyan'dan. It was a battle that the Mer would lose; these days any Regiments have been disbanded, and remain at the Troop level to oversee the safety of the towns of Elyan'dan. A single Battalion - made up of a mix between Troops and Gotezhar Squalls - is now in charge of law enforcement of the City of Saroon'din, quickly growing to be the largest populated area within Elyan'dan. These days, if war is called, the Gotezhar Squalls make up the bulk of the forces, including ultimate leadership of those forces, but when called upon, the Mer of the Meadows will answer.

      Most Mer Soldiers fight with either a Spear or a Warhammer. At first, these weapons were made of simple stone and coral. Now, while stone is still common for newer soldiers, more experienced fighters earn weapons made of coral reinforced with vine wrapping for hafts, with Razor Glass tipped blades or even the rare bit of metal for senior officers. Fighting styles are split into the two weapons:

      {Lank'a Style} is for spear users, and has a total of 48 interconnecting forms, using five different arm placements known as 'stances'. A master of the Lank'a Style is only recognized when they can accurately use at least three of the five stances, and is able to show off all 48 forms in each of those three stances in a single duel against a recognized grandmaster. A grandmaster is able to not only accurately weave their way through all five difference stances, with all 240 forms, but can change stances and forms on the fly while fighting. Grandmasters of the Lank'a Style are rare, and are only recognized as grandmasters when they can defeat five different masters, each one using one of the five stances. During this Grandmaster exam, when they face the masters, the examinee must accurately determine which stance the master is using, and then defeat them using all four other stances. The Lank'a Style - seen by a non-practitioner - can be considered to be one that is swift and almost dance-like. It allows the Mer to have greater reach, and includes specific angles for thrusts to achieve the maximum amount of damage with the least amount of effort on the part of the wielder.

      {Mertel'o Style} is for Warhammer users, and has only three stances, but each stance has over 70 interconnecting forms and motions, including various blocking maneuvers specifically meant to destroy another opponent's weapon. A single Mertel'o master is often able to take on an entire Squad, including the Sargento. Mertel'o masters are commonly strong of arm, and have fully committed to one of the three styles. There are currently no Grandmasters of the Mertel'o style within the Meadows of Elyan'dan; the last recorded history of a Mertel'o Grandmaster was over 150 winters ago, and it is said that Mer went on to defeat an entire Troop by themselves, before declaring themselves the leader of the local town... and then the next town. And the next. And the next, until they had organized the entirety of the Meadows. This is, of course, the tale of Grandmaster Elyan'dan themselves. It takes a Mer strong of arm and strong of conviction to master all three Mertel'o stances; to become recognized as a Grandmaster also means going around to every village and town in Elyan'dan and defeating not just the masters of Mertel'o, but also the masters of the Lank'a Style. Presumably, the prospective Grandmaster would likely also need to defeat any Squalls or Profundus within the region to truly be acknowledged; though again, it should be stated that so far, none of the existing Mertel'o masters have indicated a desire to do so. Most are content to act as specialized defenders or even blacksmiths, wielding their warhammers with a purpose other than conquest.


    Spoiler: News and Rumors
    Show

    • The Gotezhar have not forgotten the Reaver attacks, but seem more interested in finding out why they are attacking then they are in finding the Reavers themselves...
    • Mira'din the Mer has come to realize that she really is being considered to be an honorary Gotezhar, and after three years of training, is dubbed Squall Mira'din. She still follows Korasoon around, but now as a bodyguard and assistant diplomat. The young Mer has realized that she rather likes the intricacies of leadership... and she's getting good at it.
    • Taking the example of their leader, many other Profundus within the Gotezhar seek out orphans from other races to add to their nuven. The Gotezhar do this with an almost aggressive mindset. Within a few years, no unattached child is left without some form of adoptive family. And a few that had parents already went 'on vacation' to near the borders into Ezcorher before several misunderstandings of what an orphan means. After 'vacation' however, the children are returned unharmed, and have an entire nuven of Uncles they may call upon in times of need. As for actual orphans? Well. Many Mer from the Meadows whom had no one else to take care of them suddenly have a much better - if stranger - life, and like Mira'din the Mer, are thought to be honorary Gotezhar by their new nuvens.
    • The war effort against the former 'Queen' Esenam was a resounding Victory! Many Gotezhar are now suddenly far more in favor of establishing closer ties to the Order of Iron Kelp... and also making sure that the region to the northwest that was recently conquered has no reason to rebel against the Order. Many nuven leaders call for the Profundus to entreat with the northwest's aristocracy, to remove any former tension and create stronger ties.



    Spoiler: Ruler Information
    Show

    Typhoon's Center, Profundus Korasoon D M E F I
    Current 9 10 7 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 1 0 1 0 0
    End of round 7 0 0 0 0 0

    New Ruler Next Round!

    Expected Stat Bonuses: +1 Diplomacy +1 Econ


    Spoiler: Book Keeping
    Show

    Units: (5 / 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

    Cities:
    City of Saroon’din (136) [Saroon’din grants a +1 to Resist Sacks in the region for players who hold Mercantile Support in the region]

    Trade Routes:
    Gotezhar (138) to the Sakura-Jin (119)
    Treasure (2 / 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
    Supermarine Artillery (lacking Resource)
    +1 to battle rolls and +1 to maneuvering rolls in Regions with Depth 0
    Anoxic Adaptation
    The user can now cross Brackish borders.
    Last edited by Gengy; 2022-07-10 at 01:47 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

  11. - Top - End - #191
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
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    Behind you
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    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 19-21 of the Tenure of His Majesty Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights
    Round 7

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

    Actions:

    1. [Faith] Convert [Region 96] HS 1 from Open to the Flowing Way, using the Regalis Arbor to jump to [Region 101] (113->130->134->101; 96 counts as 3 regions, for a total effective distance of 6 regions): 15
    Hearing belatedly of the plight of the inhabitants of [Region 96] from Lux-Glossians in the Tidewsept Shelf, Dame Commander Clare Delamere of the Inslangue initially dismisses the region as too distant to do anything, until now-King Robert of Insol offers to sell the Regalis Arbor to the Order. With the effective distance to the southern frontiers of exploration now more than halved, she immediately begins the selection of missionaries and Knights to accompany her to investigate, and perhaps cure, the miasma which infects the waters.

    2. [Faith] Convert [Region 96] HS 2 from Open to the Flowing Way, using the Regalis Arbor to jump to [Region 101] as above: 10
    Equipped with the best adaptive technology available to the Order, two groups of Middish make the jump to [Region 101], soaring through the skies over New Gloucester and Palacia. Although the reentry is a bit uncoordinated, with some Middish dropping as much as a day's journey from the agreed rendezvous point, they quickly rejoin the main party and continue south to provide what aid they can, both spiritual and physical.

    3. [Faith] Impress Reaved Clergy in Ektalithiades [Region 113]: 16

    4. [Faith] Establish Middish Way 15 HS bonus: 2d8 to Sway Factions
    The closeness of the nobility and the clergy in the Order has long resulted in a mixing and blending of values, and polite, agreeable, and equitable behavior is practically considered a religious duty among the Middish of noble bearing.

    5. [Diplomacy] Send an Exploratory Mission north of Orope [Region 114], using Anoxic Adaptation: 11
    Though folk belief has long held that the oxygen-starved waters to the north are uninhabitable and uninhabited, the work of the Cyphiri and the tales of strange glittering lizards, wild armored beasts, and monstrous leeches spawned from expeditions into other brackish enclaves suggest the probability of life north of Orope. Contact with such life must be made if possible, for the sake of the safety of the faithful.

    Nonactions:
    1. The loyalty and truth of the holy brethren are unimpeachable. Accept Cobalt Dye from the Cyphiri Union via the trade route.
    2. Force Queen Esenam to abdicate in favor of a more pliable ruler, then exile her from Order waters
    3. Though neither the kings nor the Order (nor, it seems, the Costa merchants now ruling Oropegian trade) are particularly fond of the up-jumped criminal gang spawned of the lesser nobility's paranoia, the expatriates outside Orope both remember Lady Ink's trustworthiness in the Thunderstone business and must afford to be more pragmatic. Grant Open Merchant Supports in Ektalithiades and Ke Yi Ade (Regions 113 and 127) to the Black Pearls, gaining 2 Treasure.
    4. Spend 1 ABS favor to raise rep from 0 to 1
    5. Contribute the following (somewhat dubiously translated) monograph on traditional Middish warfare to the Crescent Companion, from Geoffroy de Duisson, Maître de la Guilde des Sculpteurs, in cobalt ink on woven seagrass:
      Spoiler: On Oropegian War (Part 1)
      Show
      The Middish traditions of war, passed down from the days of Ruhum, emphasize greatly l’esprit and l’élan: in short, the morale of the fighting force. Every soldier must excel in valor, and none more so than the princes who lead them. It is said that: "One warrior ready for the battle exceeds ten dispirited ones," and: "If the leader is good, so too is the journey." Therefore it is fitting that the gods saw fit to grant the Middish the power of the voice, with which they might shout their bravery from the very foundations of stone to the clouds above the water and drive the foe in fear before them. The greatest victory is one in which no blood ever clouds the water.

      By contrast, one might consider the stone mouth-spikes a regretful necessity to prove which side has the greater spirit. Though objects of beauty, inscribed with prayers for glory and tasteful motifs of many cultures, they are ever the third resort of the noble and proper knight, la charge des graines being the preferred successor to the war-cries, if one might make use of a Giantsbane plant. The knights mount their seeds and grasp the carven handles in their mouths; then, at the signal of the prince, the power within all the seedpods is released at once, and the whole army instantly charges into the enemy. Unless the foe is commanded by a leader of great respect and skill, their formation collapses as the great energy of the seeds destroys those who do not flee from their path, and the enemy is cut down in a great rout. In the past, even as recently as the reign of our reigning Grand Master, this tactic was limited to the defense of the cities, for to pull a Giantsbane from the currents' grip was rarely attempted; but with the advances in cultivation and strategy which I shall cover in a future text, Middish knights have charged home even in the waters beyond Orope, and the glory of their calls has stirred the sand on many a distant seafloor.
    6. Begin projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (1/3)
      In the Dame Commander's absence, she charges Knight Bailiff Edward Redeye with continuing the old work on Giantsbane breeding, now with a focus on replicating the potency of the Regalis Arbor. The seeds prove quite temperamental, resisting efforts to cultivate them except in very particular soil and water conditions, and even when successful, the plants seem to lose much of their explosive force.


    Spoiler: News and Rumors
    Show
    • The old realm of Queen Esenam in Ke Yi Ade is much reduced in the wake of her defeat, with Middish nobles carving out their own realms in the north and east and the Order retaining direct control of the captured fortress of Togbe dzi Nofe. After the Queen's exile, the Order appoints a minor Tomelã noble named Fafali to rule the rump state in the west and south. So far, King Fafali has not proven himself either popular or unpopular with the Tomelãwo, seemingly either too cowardly or too content to use the power of his position for much.
      .
    • The glory of the War of Sky and Sea is tainted by tragedy, as His Majesty and Prince Samuel have passed away after a fatal hunting accident in Ke Yi Ade. Resting for a time after establishing the new status quo in the region, the King embarked on a hunt of the Lãkuviato, an enormous beast which walks along the seafloor on four long limbs and tears at the sand with its claws in search of food. The monster proved to be more than a match for the Middish hunting party, its claws lethally maiming both the King and his eldest son despite the best efforts of his surviving sons and retainers to save them. A month of mourning is declared in Insol, and the Order retreats to the Ironkelp for the election of a new Grand Master.
      .
    • The choice of a new Grand Master is a contentious business at the best of times, but this election proves particularly so. In a body already struggling with regionalism and factionalism, the circumstances of Grand Master Basilicos's death only serve to inflame existing tensions.

      With the death of Prince Samuel alongside his father, Prince Robert is the heir apparent of Insol, and is coronated almost as soon as he returns to Orope. This poses problems for the Inslangue and for the dynastic factions among the Order, who had both been hoping to see the old Grand Master succeeded in Insol by Prince Samuel and in rule of the Order by the well-respected Prince Robert. The now-King Robert of Insol refuses all of their attempts to get him to stand for the position of Grand Master, arguing that his father's split attention did no good for either Insol or the Order, and he must now focus on his filial duty to the Insmiddish. The dynastic factions are stuck with Prince Oliver as the only other plausible candidate, a Middish with a much less positive reputation - he is broadly considered to be lazy, layabout, and incapable, and his standing is not helped when Knight Commander Guillaume de Basville of the Frelangue, known as the "Nageoire-de-fer" for his long record of valor, swears an oath in front of the entire Order mess never to support Oliver.

      However, the electoral factions are not in a substantially better position, as Grand Master Basilicos died without having left any indication of a preferred successor, immediately resulting in about a hundred different Knights standing for the position. Though many drop out of the running over the course of months of debate and argument, the final vote is closely split between the Second Master Edward Eston, the Grand Marshal Estève Pau, Knight Commander Guillaume de Basville of the Frelangue, K.C. Matias Orellana of the Hislangue, and Dame Commander Cecilia Lasker of the Alehlangue... and Prince Oliver of Insol, who narrowly edges out the other major candidates to claim the position of Grand Master. Even his actual supporters are not particularly happy with his success, but perhaps he will prove himself capable in this role as he has rarely done in others....
      .
    • Luc d'Espoir does his best to keep the Gotezhar from abducting children, but has some difficulty in explaining the concept of an "orphan" to those not part of his still-limited flock.
      .
    • Rumors of disappearances in Cyphiri waters are extremely worrying to the Order, especially when some seem to involve powerful mind-affecting magic, but there does not appear to be any clear threat to intervene against, and the Knights are not skilled in plotting or subterfuge (except when it might result in an inheritance). Still, the Second Master (as regent during the election interim) reaches out to offer Order patrols in Cyph-Arel, for what good it might do.
      .



    Spoiler: Ruler Information
    Show
    Grand Master Jacob Basilicos, 39th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 4
    Military: 10
    Economy: 3
    Faith: 10
    Intrigue: 3

    New Ruler Next Round? Yes
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Diplomacy: 4
    Military: 3
    Economy: 4
    Faith: 5
    Intrigue: 4
    Rolls
    Expected Stat Bonuses: +2 Faith


    Spoiler: Other notes
    Show

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

    Land units: 4 / 7

    Treasure: 0 +2

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires Composite Grafting, Trophic Deconvolution
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires Giantsbane Seeds, Supernatic Propagation, Photospore Signalling
    • Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

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

    Artifacts
    • Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order)
    • The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:
      Spoiler: Regalis Arbor
      Show
      • 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.

    Reputation:
    • 1 ABS favor -1 +1
    • PRS rank 2
    • Signatory to the Flowing Peace, alongside the Gotezhar and the Cyphiri Union, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-07-08 at 08:58 PM.

  12. - Top - End - #192
    Ogre in the Playground
     
    HalflingPirate

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

    NPC Actions: Round 7

    Spoiler: Polar
    Show

    Region 59
    [Economy]Crisis! The previous offer for region 59 is cancelled! For the duration of round 7, nations in the Polar Zone may spend an Economy action to gift region 59 one or more food trade posts, rendering the trade posts open. Unless three food trade posts are gifted to region 59 in this way during round 7, at the beginning of Round 8 region 59 will become open waters, reduced to one trade post, one holy site, and no support nodes. Whether the region is saved or not, the crisis will continue, with the next set of effects to be revealed in the NPC actions in round 8. This crisis is unaffected by changes in region ownership.

    20 years had passed since the people of region 59 first asked their neighbors for food aid, aid that never came. Already starving, the heavy devastation of the region by the Reavers was the seagrass that broke the lobster's shell. The cost of civilization has finally become too high in region 59, and barring a massive and costly international effort to support the population, it will surely soon become lifeless.

    Region 75
    [Military]Raise Unit The independent chiefs of Region 75 raise one unit on behalf of the Kar-Nath Hegemony.
    Those who say that war isn’t good for anything are clearly not nobles. Hoping to get some glory, many of the Chiefs of region 75 notify the Frozen King that they would be happy to fight alongside the Hegemony for an equitable share of the loot, and that they are ready for military service. Hopefully soon.
    Spoiler: Temperate
    Show

    The Black Pearls
    Leader: Lady Ink
    Dip 4, Econ 6, Mil 5, Fai 1, Int 9
    Friendly Nations: Order of the Ironkelp. Hostile Nations: none.
    [Diplomacy] Offer: Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, reaved, or their own mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

    At the moment Lady Ink is focusing on expansion rather than profit for her organization. While of course few governments would be willing to openly allow organized crime to take root in their holdings, she hopes some might be willing to... look the other way as the Black Pearls intimidate existing merchants guilds and expand their operations.

    [Economy] Construct Specialized Ship: Tipsy John

    One of Lady Ink's greatest assets continues to be her connections to many of the great underground artisans of the Temperate zone. The discovery of so many waste regions to the south will hopefully present an opportunity to use these connections for a profit. Tipsy John resembles nothing so much as a giant spider crab made of grafted together chitin plates, operated from the inside by a complicated system of over 50 levers to control the motion of each limb. The difficulty of piloting such an awkward craft grants it the name "tipsy," but its legs and filtered cabin environment do give it a fair deal of ability to traverse treacherous terrain.
    Spoiler: Tropical
    Show

    Region 4
    Faith Conversion The Dreaming dead attempts to convert HC 3.3 in Hym. Roll 21
    Eager to spread the tales of the martyrs to their “discoverers,” dreaming dead missionaries come to Hym to spread their religion to those thronging about the royal palace.

    Region 32
    Intrigue Investigate Explore north of region 6. Roll 9
    The clerics of region 32 inspire their followers to search for the promised waters here on earth, and travel outwards in search of a sea where the coral never bleaches and the dolphin races are fair.


    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:
    The previous offer for region 59 is canceled! For the duration of round 7, nations in the Polar Zone may spend an Economy action to gift region 59 one or more food trade posts, rendering the trade posts open. Unless three food trade posts are gifted to region 59 in this way during round 7, at the beginning of Round 8 region 59 will become open waters, reduced to one trade post, one holy site, and no support nodes. Whether the region is saved or not, the crisis will continue, with the next set of effects to be revealed in the NPC actions in round 8. This crisis is unaffected by changes in region ownership.

    Region 112:
    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.

    The Black Pearls:
    Until the end of round 9, any nation in the temperate zone may as a nonaction permit the Black Pearls to take over open, unruly, or reaved mercantile supports in regions they control, allowing the Black Pearls to move in. The first such mercantile support that the Pearls take in this manner will move a power from neutral with the Black Pearls to friendly. If a nation is already friendly, they will earn 1 treasure in kickbacks for each mercantile support granted as the Black Pearls shake down the existing merchant class.

    Spoiler: The Black Pearls
    Show

    The Black Pearls survive by controlling mercantile support nodes. A Black Pearls mercantile support node has the following passive effects:

    Intrigue actions in the region gain a +1 bonus if treasure is spent
    Trade Posts in the region do not count towards treasure generation

    Additionally, each nation in temperate has a reputation with the Black Pearls determined by that nations’ actions. There are three reputations, with the following effects:

    Friendly:
    All the effects of Neutral BLP reputation
    May support or hinder buyouts and coercions in owned regions with a BLP mercantile support, granting a +2 or -2 to the roll, respectively
    May use BLP gangsters to oppress the other factions in owned regions with a BLP support.
    May infiltrate spies to any region with a BLP support as a non-action, regardless of distance.

    Neutral:
    Additional +1 bonus to intrigue actions in regions with a BLP mercantile support if treasure is spent
    May coerce trade posts in regions with a BLP mercantile support
    May sway or impress mercantile supports on behalf of BLP. This may increase reputation

    Hostile:
    BLP merchant supports count as Unruly for you (for penalties, undermining other factions, and rebellions)
    The TN for swaying the Clerical and Aristocratic supports in a region with a BLP mercantile support is reduced by 2.

    OKI is currently Friendly with BLP. All other temperate powers are currently Neutral.

    Last edited by Potato_Priest; 2022-07-10 at 04:03 AM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

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

  13. - Top - End - #193
    Halfling in the Playground
     
    Autumn Stars's Avatar

    Join Date
    Mar 2022

    Default Re: Empire 7: Into the Depths IC Thread

    The Gravetenders
    Turn 7

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

    Actions:

    1: [Faith] Activate the Blossoming Icons
    Not to be set back by the recent tragedy, Kelusyn continues with their work. The sea above Pardalis becomes a brilliant light show as the Blossoming Icons are set in motion. A chamber beneath them, occupying the near center of the New City, is finally open. Neighbors and distant friends of Gravetenders who make their home in Bastion may find themselves visited by images of light and sound... No more is the bond to their creators a true weakness. Gravetenders in neighboring zones discover quickly that something in this effect unbinds them from the Makers, and visits to Kar-Nath and Seatide multiply by the day.
    [The Blossoming Icons: This wonder allows the Gravetenders to make a modified 'Seek Aid' action. With this, they may reduce distance penalties. When they take this action, they roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 17, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.)
    In addition, they get a free Seek Aid action each round, for diplomacy and faith actions only.]

    2: [Faith] Contribute to the Holy Site in Region 58.
    The Decimation across Polar spurs many Gravetenders to call for action, especially those far aflung from home, in the thick of it. Rebuilding in Region 58 is the least they can do, they say, and so resources and attention are devoted to the aid of their friend, the Shoalmind.

    3: [Faith] Contribute again to the Holy Site in Region 58.
    If, perhaps, some Blossoming Sequence influence seeps into the project... Sersi won't tell if you don't. This is of course a joke, as the Gravetenders are honest in their intent, during these debates.

    4: [Faith] Use Miracle: The Reef Which Never Falls Silent.
    Despite the mourning, Laksha chooses to move forward with the planned revival of the Reef In Bloom. The truth is that it will take far more than this to curb the Gravetenders' xenophilic nature, and so the Reef In Bloom opens up again. A brand new hall is opened up within Bastion, and the event itself has been ritualized. In a sense, it has become the method through which their recent loss shall give way to flourishing life, even if they must perform it themselves.
    [The Reef Which Never Falls Silent: This miracle sustains the 'Reef In Bloom' event as a free action for the Gravetenders, and allows those who follow the Blossoming Sequence to attend as a Faith action.]

    5: [Economy] Send TP 1 in the Dead Cities to region 59.
    The Gravetenders deeply regret not intervening on behalf of Region 59 earlier, and their new found consideration of more direct action, combined with the myriad recent tragedies, drive them forward in championing the cause to aid them. The gift of food that comes on the news of the Reef Which Never Falls Silent, complete with invitation.



    Non-Actions:
    Assist Kar-Nath buyout of TP 3 in The Dead Cities.
    That their allies would contribute to the welfare of those in need warms the hearts of the Gravetenders... or at least, something like that. The phrase they use implies their soul to be in their silver. They are more than happy to assist Kar-Nath in keeping their own stability in the process.

    Occupy both Gravetender units to maintain prestige rank 3.
    Despite recent tragedy, the Gravetenders stand tall among the polar nations, and they make an effort to show it. Sersi's military experiment has been, by Gravetender standards, a distinct success, providing a new avenue of knowledge to the admittedly few Gravetenders who seek this path. A ceremony is in order, broadcast for any to see via the Blossoming Icons.

    Resume hosting the Reef In Bloom through The Reef Which Never Falls Silent.
    The Reef in Bloom opens as it ever does, and oddly, mention of the recent tragedy is relatively light. Words are whispered about a special ceremony to come soon, however, in near years. Some say it is Laksha preparing to honor the lost of all of the polar waters, some say she is stepping down. A few even seem to hope so, as Sersi seems ever a good leader to come.

    Accept 4 treasure from the Seatide Confederacy.
    Trade 1 treasure to the Kar-Nath Hegemony.
    That Seatide could not contribute directly is, in the eyes of the Gravetenders, a great sorrow. That they choose to contribute this way, a blessing upon all involved.

    Change Rulers: From Laksha to Sersi The Pale. [Roll]
    As the final year turns, Laksha gives a parting speech to her people. She retires to deep within the Dead City Chantrieri, welcoming in Sersi's guidance. The military advancement she has pushed forward is clearly needed, and Laksha's nature is not suited for it. What changes shall this bring? Sersi The Pale becomes the first Gravetender after Laksha to bear the mantle of leader, and following such an awful tragedy, many look to her with hope, and many with worry.

    The next Reef In Bloom will celebrate this change in direction, as well. In anticipation, Sersi studies the military ceremonies of Kar-Nath, especially. Their closest allies being inclined to the arts of war will be a boon.

    Spoiler: Stat Changes
    Show


    Faith +2

    Stats for next round:

    Diplomacy - 2
    Military - 3
    Economy - 3
    Faith - 3 > 5
    Intrigue - 2

    Spoiler: Statistics
    Show

    Spoiler: Special Actions
    Show
    Special Actions Available:
    Special Actions Used:

    Spoiler: Diplomacy
    Show
    Reputation/Favors
    The Abyssal Stewards: Rep 1, -1 Favor (Expected Change: None)
    The Chelonian Chora: Rep 0, 0 Favor (Expected Change: None)
    The Divine Nacre: Rep 0, 0 Favor (Expected Change: None)
    International Prestige: Rep 3 (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
    Bastion

    Perfected Tactical Doctrines
    None

    Military Technologies
    None

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

    Trade Posts
    Total Owned 1

    Mercantile Support
    78, 76

    Cities
    None

    Trade Routes
    The Seatide Confederacy
    Kar-Nath

    Specialized Ships
    None

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

    Spoiler: Faith
    Show
    The Blossoming Sequence

    Faith Holy Sites: 9

    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.
    75?
    Stillwater
    Deep Blue

    Clerical Support
    78, 76

    Organized Faith Bonuses
    +1 to holy site conversions.

    Artifacts
    None

    Holy Orders
    None

    Miracles
    The Reef Which Never Falls Silent

    Spoiler: Intrigue
    Show
    Spies

    Spoiler: Claims
    Show
    78 - Historicity
    76 - Integration

    Last edited by Autumn Stars; 2022-07-10 at 05:24 AM.

  14. - Top - End - #194
    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 7

    Ruler: The Youngest, Second Chosen of the Mother of the New Era
    Diplomacy: 4
    Military: 4
    Economy: 5
    Faith: 10
    Intrigue: 3

    Actions:
    Spoiler: TREACHERY
    Show

    The Ambassador to Treacherous Isolates, a cluster given to layering itself into almost cape-like sheets, have re-emerged after near abandonment. Polyps swarm to them in great number, and they soon are doubtless the most vast of all the clusters in the Dead Seas. They grow, for their service is needed. They grow for their prophecies prove true. They grow, for who but the Ambassador to Treacherous Isolates can serve at a time like this?

    Declaration of War The Ambassador send off the first of a series of messengers to every corner of the region, bringing with them an official pronouncement. We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous Reavers have brought their alien influence to Riftling lands and in their entry brought destruction. Our carefully curated seas will recover, and we will emerge greater than when they struck, but their actions must be answered. To intrude on Riftling lands is a violation that cannot be tolerated. To destroy in our lands brings only true destruction on the criminal race which perpetrated it. We hereby accept this declaration of war, and pledge our every resource to its prosecution. Any who treat peacefully with these alien Reavers will be held accountable for their treachery. Any who work against them shall be treated as friend and supported as ally.

    Denunciation: The Divine Nacres A second messenger cluster follow the first, bearing a message of a similar tone, but of a more reasonable scale. We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous Divine Nacres have, with neither our permission and despite our prohibition, begun to harvest the Fertile Soils of the Dead Seas. Not only do they brazenly violate our sacred domain, but by doing so, they have denied us access to a resource which we so long to distribute to the starving isolates just beyond our northern unborder. The Divine Nacres are not merely alien, but act in a manner hostile to both polar life and, more dreadfully, polar sovereignty. Those who work and deal with them work and deal with the perpetrators of famine and unjust genocide.

    Declaration of Holy War A third messenger cluster soon follow, the Ambassador to Treacherous Isolates ever fervent in their diplomatic responsibilities. We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. The treacherous adherents of the Pattern, heirs to the treacherous Congregation of the Scintillating Ceiling, have embraced their recalcitrant self-destruction by violating the sanctity of the Mother's Reach itself. Let it be known that the Eternal Communion now fixes its canon against the practice of this reprehensible superstition, and that all those who care for truth, whether it be found within or beyond the bounds of our faith, should not take any action but to eliminate the practice of this hateful falsehood which seeks to overturn peaceable governments in their own lands. Any who claim the faith will be held accountable for their treachery and any who work against it will be embraced as friend and supported as ally.

    Denunciation: The Shifting Ennead A fourth messenger cluster arrive with the expected alacrity. The Ambassador to Treacherous Isolates has not begun to run out of vitriol. We, a messenger cluster purpose-formed by the Ambassador to Treacherous Isolates bring denunciation from the Old Fathers, by the Youngest, in the name of the Great Mother. We hereby denounce the treacherous Ennead, who out of fear have capitulated to the mad demands of a poorly-armed militia of twisted zealots. They pledge their military to the service of a tattered faith for fear of the strength of a broken people. They are to be pitied. But it is sometimes the case that pity must be tempered with discipline. Think carefully, if you would have freedom of thought, freedom of faith, freedom of even self-determination in ancestral lands be determined by the greatest brute strength of the day rather than by the debate, deals, and drive of the great races. Those who deal warmly with the Ennead will be remembered for their treachery, and those who rightfully work against this wickedness will be regarded as friend and supported as ally.



    Faith: Convert HS2 60 (TN 12) Roll: 18 SUCCESS
    Spoiler: A Campaign of Extermination
    Show

    Though the treatment of holy sites is traditionally the realm of the Anointed Prophet, who are charged with the shepherding of the Communion itself, the Ambassador to Treacherous Isolates take action while the ecclesiarch are away to treat with the Eternal Spring.

    The Mother's Reach is twelve leagues in length, and its fathomless depths roil with the breath of the Mother herself. Here, the Fathers cluster in great groves, feeding from the gifts of Below and sharing in the Greater Communion. This is a place where the Eternal Communion is a fact of life, not a mere practice, and it is good and proper that it be so. And yet. Word has spread through the Fathers that a rogue agent of the Pattern, a "Watcher", has been profaning this sacred sterility with its presence and those of its wretched following. Twelve leagues is a vast distance, and with the Youngest at the edge of the True Deep, word from the Fathers is slow to reach the Riftlings. Even if it were to, what power do the swarms really have to drive off beings thousands (millions?) of times larger than their constituent members.

    Though it seems profane in itself, the use of the remaining Legion of Isolate Expendables is the most direct route to victory. They are sent off on patrol. The only instruction is to make sure no scrap of profane alien life be left in the Dead Seas. Dump bodies and blood in Artetchhue.


    Faith: Convert HS2 67 (TN 12) Roll: 18 SUCCESS
    Spoiler: A Diplomatic Mission
    Show
    While the Recruitment Officer for Isolate Expendables conduct the campaign in the Dead Seas, the further elimination of the untenable Pattern in its home waters falls to the Ambassador to Treacherous Isolates themselves. And, really, this is as it should be. Despite the scale-thin ultimatum made by the cowardly Ennead, they are not yet at war with the Riftlings, much to their sure relief. This is merely a diplomatic mission.

    The Vault of Strife is a disgusting monument to the blasphemy's inefficacy. The Vault is a wretched attempt to retain memory through inert means rather than by memory in the unbroken chain of the communion. But destruction makes martyrs. Yes, the Ambassador take one tablet, lifting it high in their form, the constituent polyps scoring the slate with sand while the Ambassador give their address:

    We, the Ambassador to Treacherous Isolates of the Riftlings Many bring word from the Old Fathers, by the Youngest, in the name of the Great Mother. See for yourself the wages of this retrograde religion! Your people have been made slaves to the Ennead, your holy Bob revealed to be mortal and alone, and your clerical class shown to be nothing but rabble rousers! The very existence of this library is a shrine to failure. This is the story of the Pattern. But within the Communion, there is neither failure nor record, for in the unbroken lines of undying Memory, even stories carved on stone are as dust.

    With this, the tablet shatters.


    Faith: Convert HS1 56 (TN 12) Roll: 15 SUCCESS
    Spoiler: A Bounded Proscription
    Show
    The Riftlings find the Gravetenders to be good neighbors. They haven't entered the Dead Seas nor the Seas-Not-Yet-Dead, they have generously taken the burden of hosting the native races, and they have a dedication to peacemaking that should prevent many future conflicts. However, the noble constructs have erred in their ambition. We bear the Blossoming Sequence no ill will; it is a lesser truth than the Eternal Communion, but perhaps the best truth available to the wretched isolates of the sea. However, for beings acquainted with communion, for hiveminds, to inflict such a practice on them is to do violence. It is out of magnanimity that the Anointed Prophet begin their work to convert Deep Blue and its people to the Eternal Communion and to purge the waters of lesser practice. These waters are forbidden to the Blossoming Sequence and to all other faiths. You may have those isolates which choose your path.



    Faith: Impress Clerical Support 59 (Reaved TN 13+distancepen (0)*2=0) Roll: 16 SUCCESS

    Spoiler: A Charitable Ecclesiastic Installation
    Show
    You know the old saying: Riftlings adore a vacuum. As soon as word reaches the Dead Seas that a region lacks for clerical support, they purpose-build a construct from pieces of the Anointed Prophet and the Diplomatic Ambassador. This new Spiritual Leader to the Unguided Isolates flow into the much-suffering land to provide the relief from spiritual decline. No more need the dying isolates of the land worry about food; they can instead be preoccupied by the same apocalyptic visions which so successfully mollified the Seas-Not-Yet-Dead.


    Faith10: Miracle

    Spoiler: A Deep More True
    Show
    Returned from their conversion of the Vault of Strife, the Ambassador to Treacherous Isolates are gratified to hear of the successful hunt for and disposal of the treacherous Patterned who haunted the Mother's Reach. The Ortel will enjoy their meal.

    Their leadership has seen the Riftlings past the crisis of true Patterned resistance, and only the last dregs of the treacherous faith remain to be tamed. Deep Blue, if the Anointed Prophet speak true, has begun to be inducted into the Communion-as-practice to match its biology, despite some treacherous campaigning from the Gravetenders. With the higher minds of the waters uniting under their own faith, and with the only enemy of the faith already broken if not yet exterminated, this should be a joyous occasion.

    And yet.

    The treachery of the Pattern runs deep in the Cathedral of Movement, and if it weren't anathema to reason, the Riftlings would admire the depth of its toxicity. Within three short years of their expansion, the faithless Ennead have bowed their heads to its yoke, abandoning the freedom which all other great races of the pole enjoy. This, too, would be only a minor note, a salvation yet to be brought by the Riftlings, if not for the ultimatum issued in the wake of the conversion. The Ennead, in contradiction of all natural law, seek to interpose themselves between the Riftlings and their just revenge for a decade of treacherous violations. While the Pattern would still be stamped out, this new threat is real.

    That the Riftlings are naturally lords of the depths gifted to them by the Mother is plainly true. That no power could take from them this right is clear to all the sea. However, it is nonetheless equally apparent that the treacherous Ennead command forces in excess of those the Riftlings have managed to tolerate in their seas. And so another solution would need to be found.

    Coordinating with the Youngest himself, the Ambassador to Treacherous Isolates recall all clusters yet in foreign seas. The Anointed Prophet retreat from Spawn Point, their work done, the Diplomatic Ambassador come home from the Rimestone Statuary, the Recruitment Officer for Isolate Expendables return from the Artetchhue border and all the diplomatic lines fall silent as every Riftling in the world gathers along the Cardinal Rifts. At the same time, the Old Fathers breathe forth a great cloud of polyps, a birthing of unprecedented proportion. And as the Riftlings grow in number, they cleave to the form of the Ambassador to Treacherous Isolates. The other established clusters blend most of their number into the cloud, and for nine days the Riftlings grow dense over the abyssal rifts until even the Mother's breath is caught and contained by their sheer number.

    On the ninth day, a great infrasonic pulse cracks across the Dead Seas, and dust from the sea floor clouds the entire region. A great trembling is felt across the entirety of the Polar Region, and for nine long hours, the world's attention is focused towards the Riftlings. And once it ends, any who dare to violate the sovereign borders find themselves in a cloud of sand. Nothing but ice above and void below.

    The Dead Seas are gone.

    Spoiler: Mechanical Effect
    Show
    The Dead Seas sink to Depth 1. Adherents of the Eternal Communion may treat this region as one depth shallower for all purposes.




    Nonaction:
    Diplomacy: Attend the Unveiling of the Rimestone Statuary
    Spoiler: A Show of Alliance
    Show
    The Diplomatic Ambassador of the Riftlings Many have learned some of the ways of the isolates. Both as an expression of power and as an expression of respect, opulence is encouraged at formal events. So it is that this tendril-prone cluster bring with it dozens of perfect glassy orbs, which flow almost impossibly along their outstretched extremities as they do their duty, flowing along the monument, muttering about its exquisite construction and holding a brief, visible meeting with whomever the Nathi designate for them. In this meeting, they produce a greater orb from within their depths, seemingly empty of water with a small amount of sand within.

    We, the Diplomatic Ambassador of the Riftlings Many, bring greetings from the Old Fathers, by the Youngest, in the name of the Great Mother. We acknowledge this physical proof of your people's glory, and offer to you a treasure of our own as commemoration of this event and our friendship. This is 729 grains of pure silica, uniform in shape and weight. We have removed all contamination from them, so far as our powers can identify them. To prevent the hidden seeding of life, we have exposed it to the greatest heat we could without disrupting their composition, the coldest parts of our southern glacial wall, and sealed it off from the waters. This is the most sterile sand outside of the Dead Seas. Or, rather, it is with one exception, and that is its twin, which the Gravetenders yet hold. We offer this to you in the hopes that your people, our alliance, and all three of our nations will continue to wax in distant collaboration.

    Faith: Allow the Eternal Spring to copy the effect of the artifact of their choice, should they choose.

    NEW LEADER
    Spoiler: Dawn of a New Age
    Show
    Far below the icy surface, down in darkness previously unknown, embraced by the pressure of the Mother's nearer presence, the Riftlings regroup. Here, in the new depths of the Dead Seas, a new security can be found. Such gain merits reward. And so, at the Mother's command, the great cloud of Riftlings begins to dissipate, the old clusters reforming, and the new Riftlings restoring their numbers in the wake of the long week's natural deaths. Over time, the cloud reduces into distinct groups until all that remain in the center are the Ambassador to Treacherous Isolates. They slowly flow towards the Mother's Reach, for it was here at the greatest of the Cardinal Rifts that they cleansed the Dead Seas of the Pattern. Soon enough, from this cluster, the new Youngest would be born. Soon enough, a new age would begin, an age governed by a Father who knows well that the only way to deal with isolate treachery is with direct and unyielding force.


    Stats for new leader (rolls):
    Diplomacy: 4
    Military: 5
    Economy: 4
    Faith: 6
    Intrigue: 3
    Last edited by Lumaeus; 2022-07-09 at 09:36 AM.

  15. - Top - End - #195
    Ettin in the Playground
     
    TheDarkDM's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread



    The Lambent Syndicate

    Lucent Mistress Adiratna
    Diplomacy 7
    Military 7
    Economy 8
    Faith 2
    Intrigue 5

    Expected Stat Increases: +2 Military

    ...

    Actions
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Military - Raise 1 Unit
    • Economy - Buy Out TP3 of Flare Slug in Region 10 17


    Non-Actions
    • Make use of the cultural exchange between the Lambent Syndicate and the Lighthouse to affirm the Pact of Stone and Blood.

      Pact of Stone and Blood

      - The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders.
      - The Spoils of Victory shall be equally shared.
      - Free exchange of technologies and wonders.
      - A slight to One shall be repaid in kind.
      - Any conflict precipitated afterwards shall first be negotiated.
    Last edited by TheDarkDM; 2022-07-10 at 05:12 AM.

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

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

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

  16. - Top - End - #196
    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.
    • While Judge Shimmering Turquoise' tenure has been immensely successful, the ageing Pepsin has seen a steady decline in his mental and physical health. The Judge has thus announced that he will be stepping down from his position to retire and spend his last remaining years with his Drift. His timing ensures that his legacy will remain fixed at a high point, unmarred by potential future scandals. The Council of Elders has begun debate on who shall be appointed as his successor.
    • News of mass starvation in the southern seas shocks and appalls the Pepsin of the Confederacy. The majority of the Confederacy's aid effort is aimed at arresting economic collapse, but Judge Shimmering Turquoise is determined to do what they can to prevent a tragedy. He publicly announces that the Seatide Confederacy has sent 3 Palejaks loaded with treasure to the Gravetenders. Any nation that donates food may visit the Grave in Bloom to receive 1 load of treasure, courtesy of the Confederacy. The Judge also promises to use Seatide's mercantile connections to help nations who contribute to the cause rebuild their own trade routes.
    • Hearing of the saddening loss faced by the Gravetenders, Judge Shimmering Turquoise sends his condolences, along with a shipment of treasure to help the Gravetenders restore the damage.




    Actions:
    [Diplomacy] Establish Cultural Identity: Mutually Beneficial Arrangements (Roll 2d8 for all Impress Merchant rolls)
    The Seatide Confederacy may be an economic powerhouse, but it not their wealth that lies at the root of their power. The Confederacy's greatest strength lies in the vast network of connections its Drifts have made across the Polar Seas. Signing on with the Confederacy's trade network doesn't just get you contracts and money; it provides access to a vast network of potential contacts and markets. Who would be foolish enough to turn down such an arrangement?
    [Economy] Impress Merchants (69) (Spend 3 Wealth)
    Frustrated by the obstinacy Danabae's moneyed class, Seatide Merchants take a different tack: using their enormous wealth, they simply buy out the competition, putting new local contacts in place who are more amenable. Anyone who refuses sees their prices undercut, their contracts poached and their employees hired elsewhere at better rates.
    [Economy] Restore Talented Crab Production 1/3 (65)
    [Economy] Restore Talented Crab Production 2/3 (65)
    [Economy] Restore Talented Crab Production 3/3 (65)
    Confederate Drifts visiting the old Crabbing Grounds are shocked at the barren wastes and mass poverty. They urge the Elder Council to assist in restoring production, arguing that it is the Confederacy's interest to look after the fortune of its trading partners. The council agrees. Aid work begins immediately: new stocks of crabs are shipped in from warehouses across the Polar region, generous loans are given out to breeders and merchants to keep them afloat until regular production resumes, and Confederate negotiators renegotiate contracts and agreements to give local infrastructure time to recover. Breeders take advantage of the disruption to import new, more intelligent strains and breed them, resulting in a breed of highly intelligent, easily tameable crab.
    [Diplomacy]Attend the Reef in Bloom
    [/LIST]

    Non-Actions:
    Elect Judge Shade of Red as our new Judge
    Send 4 wealth to the Gravetenders via our Trade Route
    Accept Devolving Standardized Integrations technology via the Reef in Bloom

    Die Rolls:

    Spoiler: Book Keeping
    Show
    Ruler
    Judge Shimmering Turquoise
    Diplomacy: 10
    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: 14

    Treasure: 7 (+2 / Turn)

    Factional Support:
    (52) - Merchant (Supply Firefly Squid)
    (65) - Merchant (Supply Rust-Veined Pumice)
    The Cathedral of Movement (67) - Merchant (Supply Gravelglass?)
    Maurente (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
    Abyssal Stewards: 1 Favor
    Last edited by Talis; 2022-07-03 at 09:21 PM.

  17. - Top - End - #197
    Dwarf in the Playground
     
    Frostwander's Avatar

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    Apr 2012

    Default Re: Empire 7: Into the Depths IC Thread

    Costa Sereia
    Region 134 - Palacia
    Turn 7
    Spoiler: News and Rumors
    Show
    > The costa continue a process that has been a principal ritual since their early outcast years: adoption of the dispossessed. Where once it was common for shunned young merfolk to be called sereia and divested from the tritaol, they would be taken in by others with the means, and so were costa formed. Even now, orphans or others left with no blood relatives or self-support will be brought into one of the larger costa and given that family name. These ‘reclaimed’ are raised, taught trade, and typically remain quite loyal to their costa.

    In the wake of the Reaver’s passing, the number of orphaned children (and adults) is much higher than usual, and so the efforts to see all the impoverished placed takes some time. Some of the smaller costa are limited in their ability to handle an influx of members. Even the largest see some strain in their resources.

    Of note, Madrina Alverna herself selects one of the reclaimed to take under her fins: a young merman named Duarto.

    ---

    > With the news that Lux-Glossia is moving colonists west into newly rediscovered territory, a formal missive is delivered from the desk of Madrina Alverna. While the Costa lay no claim to the territory itself, it is requested that all forces and colonists refrain from disturbing or the structure, waters, and grounds identified as the Temple of Narcis. The bones within are those of the sereia's ancestors, and the Shades are entreated to respect the sanctity of those laid to rest until such a time as the Brilhinte priesthood has the resources to reclaim them.


    Actions:

    1) [Economy] Buyout Trading Post - Region 128 TP1 (Roll: 17 - Success)
    2) [Economy] Buyout Trading Post - Region 137 TP1 (Roll: 18 - Success)
    3) [Economy] Buyout Trading Post - Region 176 TP1 (Roll: 16 - Success)
    The costa continue to vie for economic control of the varied products of the surrounding waters, in some cases further abroad than others. One particularly risky enterprise to a newly discovered - and reputedly quite hostile - territory gains the sponsorship of a noteworthy patron. Rain Loura, elderly head of his family, provides sixty percent of the needed funding for a small group to delve into the contaminated waters of the Gharials.

    4) [Intrigue] Investigation Exploration: Southwest of Palacia (134) (Roll: Great Success!)
    The waters of the nearby seas have become more crowded, and while the increased economic opportunity is unmistakable, some among the costa feel that a little more personal space might make for easier breathing. This feeling is addressed by a commission to explore the nearby uncharted waters. Many young and restless merfolk sign on the charter of discovery, eager and inquisitive from the tales of other discoveries nearby.

    5) [Intrigue] Secret Action


    Non-actions:
    What secrets hold the Deep?
    Spend 1 treasure on exploration action and 1 treasure on secret action.
    Receive Supermarine Artillery technology from the Gotezhar. (Cultural Exchange)
    Submit "A Summary of the Costa Militia" to the Abyssal Stewards for the Crescent Companion project.
    Spoiler: Crescent Companion Submission
    Show
    To the Abyssal Stewards,
    via the Pfithreef smoking garden,
    for review, assessment, and inclusion (if desired) in the Crescent Companion records

    From the hand of Illdo Loura, Militia Commander, Cadid Santuario, Palacia


    A Summary of the Costa Militia
    According to the developed style of militia engagement, for rural and city defense, under advisement and tactical consultation by the Stewards.

    Numbers: The costa shall maintain both a standing militia of active service, for patrolling of the territory and safekeeping of travelers and sereia persons abroad, as well as a reserve militia for call in cases of communal defense and emergency.

    Recruiting: The standing forces of the Service Militia shall be drawn from volunteers, who shall be paid in accordance with their service and rank for the duration of their service, and an appropriate pension following dismissal in good standing.

    Those in sufficient physical condition between the ages of sixteen and forty-six shall spend no less than fifteen days a year in training as Reserve Militia. Exemptions will be assessed by the commander and the advisory members of the Costa based on those serving critical roles in supply and administration. These will receive a stipend for these days, plus additional pay in accordance with service and rank for any time called into active duty.

    Armament: Each member of the militia to be equipped with one edged shell spear, one set of weighted flechettes, one fitted dress of heavy-weave kelp.

    Training: All members of the militia, active and reserve, are to undergo the following training in accordance to the degree of their service.
    Formation Swimming - Keeping pace in relative positions to your regiment, for discipline and effectiveness as a mobile unit. This shall be practiced in a variety of currents and terrains, both urban and rural, as full regiments and individual companies. This shall include rapid response to ordered changes between formations.
    Standard Combat - Use of spears in melee combat, individually and in formation. Use of flechettes at short range (thrown) and long range (released from above).
    Specialized Combat - Further development of training is scheduled with the recent securing of Giantsbane seeds. Select companies will be equipped according to training results and supply in preparation for large scale defenses. Further specialized companies may be designated as military technology develops.


    Spoiler: Leaders and Prominent Figures
    Show
    Leader: Madrina Uschi Alverna (Diplomacy 7; Military 5; Economy 10; Faith 3; Intrigue 6)
    End-of-turn increase: Economy +1, Intrigue +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 x2
    Treasure: 5
    Reputation: ABS (1); CCA (0); DNA (0); PRS (1)
    Favors: ABS (1)
    Capital Region: Palacia
    Cities: Cadid Santuario - Region 134 (+1 Sway Faction)
    Effective Trading Posts 13 (2 income):
    > Cobalt Dye - 134 TP1, City & Merchant Support
    > Dendrotoxin - 133 Merchant Support (No TPs)
    > Giantsbane Seeds - 114 TP3 & Merchant Support
    > Luminescent Crystal - 135 TP2
    > Mineblossom Sponge - 130 TP2 & Merchant Support
    > Plankton - 124 TP2 & Merchant Support
    > 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; 2022-07-10 at 09:15 AM.
    "It is in the compelling zest of high adventure and of victory, and in creative action, that man finds his supreme joys."
    ~Antoine de Saint-Exupéry

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

  18. - Top - End - #198
    Troll in the Playground
     
    ElfRangerGuy

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    Default Re: Empire 7: Into the Depths IC Thread

    The Hymenocera Expanse
    Region 3 (Tropical)



    Leader: High King Lord Deca IV
    Diplomacy: 7
    Military: 6
    Economy: 10
    Faith: 3
    Intrigue: 4

    Actions:

    [1][Diplomacy] marriage claim in new region 29 (add treasure, +1 prestige) (TN12) 14
    [2][Diplomacy] sway merchants in new region 4 (add treasure, +1 prestige) (TN12) 18
    [3][Economy] buyout TP15.1 (granite slabs) (-1 distance) (TN12) 14
    [4][Diplomacy] marriage claim in new region 4 (add treasure, +1 prestige) (TN12) 17
    [5][Diplomacy] sway aristocrats in new region 29 (add treasure, +1 prestige) (TN12) 16

    rolls

    Non Actions:
    -provide armour to The Auros of Kaarme through trade pact (use TP3.1)
    -use favour to go to rank 3 with DNA
    -resist all buyout and sway attempts

    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:4/6
    treasure: 1

    Technology:
    Photospore Signalling
    Composite Grafting
    Toxicity Filtering

    Favors:
    owed:
    gained:
    -Abyssal stewards: 2
    -The Divine Nacres: 1

    New stats
    stat increase:
    rolls for new ruler
    Diplomacy: 7 +2
    Military: 6
    Economy: 10
    Faith: 3
    Intrigue: 4

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



    Spoiler: news
    Show

    -New exploration has given success to the North. New regions to be opened. But prospective settlers beware, as the regions are still toxic.

    -2 of the High King's daughters will be married to ranking nobles in the new regions. A large diplomatic group will be send to both, including guild members to set up trade with the new regions. Each delegation will be guarded by a company of the Coldstream Guards.




    Spoiler: Marriage claims
    Show

    -Caridina, the eldest daughter of the High king, will be send to region 29 to marry the eldest son of the current ruler. Leptes, the assistant head scribe who had arranged the marriage of the King's brother in region 13, will be going as head of this delegation to make the arrangments.

    -Hippolyta, the second eldest daughter of the High King, will be send to region 4 to marry in the ruling family. The head of the delegation here is Ginidu, just promoted to assistant head scribe. As the previous delegation had already made connections with the local aristocracy, it was expected that this would go easier.



    Spoiler: delegations
    Show

    Together with the royal daughters, a group of merchants will go to both regions to establish contacts with the local merchants. In region 29 they will also be trying to gain better contacts with the local nobles, which is why Leptes, a member of the council, will be head of that group. The other group will be led by Ginidu, who also had some diplomatic successes recently. Of course, presents will be taken along to smooth things over.

    During these delegations, priests of the region came back and they managed to gain a foothold in Hym. The priests in Hym weren't happy about it, but the religions had similarities that had been exploited.



    Spoiler: organisations
    Show

    Calling upon favours with the Divine Nacres, the High King placed ambassadors with both organisations to facilitate communications.

    Last edited by farothel; 2022-07-10 at 05:08 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."

  19. - Top - End - #199
    Bugbear in the Playground
     
    Epinephrine_Syn's Avatar

    Join Date
    Apr 2010

    Default Re: Empire 7: Into the Depths IC Thread

    Eternal Spring
    Turn 7 (Years 19-21)

    Polar Bear Faction


    Queen Violet of the Violent Thorns

    Dip: 3
    Mil: 3
    Ego: 10
    Fai: 7
    Inf: 5

    Next Round: +2 Faith

    Actions:
    Faith: Convert Holy Site 2 of Region 56
    Faith: Convert Holy Site 3 of Region 56
    Spending 2 treasure in total, 1 on each roll (oh god i just remembered I'm not limited to 1 per roll I need to be careful).
    Rolls = 13 and 16
    Dip: Attend Event
    (Trade Megafaunal Tailoring to everyone who trades me at least 1 tech.)
    (Trade 3 Treasure to KNH.)
    (Receive all starting techs from Kar-Nath Hemogony, and a general understanding of cultural tech exchange for us to trade stuff back and forth a lot later.)
    Eco: Buy TP 2 of Gravelglass in 68. Roll = 17
    Eco: Buy TP 3 of Fertils Soil in region 60 Roll = 17
    Faith: Use Artifact Maleficent Jello to use artifact to change the dip event attend to a faith, for gaining +1 faith stat.


    Fluff Actions

    Conversion of the Herrings to The Eternal Communion

    Significant rebuying of tps




    Non-Actions
    Finalize Maleficent Jello as the variant proposed by Lapis
    Once per turn, you may spend an action to 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).

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

    Shell Counting (Oh ****ing god i need to update this somehow reavers **** off)
    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: 7
    Passive Treasure Income: +2 or 3
    Costs -1 -3/4
    (Cap increase to 15)
    Soldiers: 0

    Last edited by Epinephrine_Syn; 2022-07-10 at 05:09 AM.

  20. - Top - End - #200
    Ogre in the Playground
     
    MindFlayer

    Join Date
    Dec 2012
    Location
    Limbo, I guess

    Default Re: Empire 7: Into the Depths IC Thread

    Round 7
    The Shifting Ennead
    Danabae

    Led by Ninth of Nine Prince Antenius, Who Grasps the Wave, Son of Strolinus, Son of Akkoroas
    D10 ; M10 ; E4 ; F2 ; I3


    Actions
    1. [DIP Attend Reef in Bloom]
      Spoiler: Sub Action: PRS Treaty with KNH
      Show
      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.
      Spoiler: OoC Details
      Show
      Non-aggression pact between our nations, and SEN refrains from invading or gaining supports in 66 or 65

      Spoiler: Sub Action: Trade(s?)
      Show
      Give the Seatide Confederacy Devolving Standardized Integrations


    2. [DIP Press Confederacy Claim in [68]] SUCCESS
      With the region now surrounded by Ennead waters, the local government in Antenius' least favorite region has little choice but to join with the Doflein.

    3. [FAITH Adopt The Pattern]
      After long negotiations with Ada, Telian returns to Danabae to report a resounding success. Prince Antenius, still secluded, orders his speaker to announce the news.

      Spoiler: Terms of the Agreement
      Show
      Telian releases the following announcement to all of the Ennead and the waters beyond.

      The Ennead is declaring The Pattern our official state religion, and we encourage all within our borders to look to the waves above for insight. For myself, this has long been of interest and I am pleased that the insistence of Ada and his followers has given me the chance to publicly declare my interests. Prince Antenius himself is more that pleased with this direction, of course, and is excited to see his power grow with this new source of wisdom. As thanks for providing philosophical guidance, the head of this newly strengthened faith will be given Bob of the Scintillating Ceiling to do with as he pleases.

      This conversion, of course, brings with it the weight of the Ennead's military. Any people, state, or coalition that attacks, spoils, or interferes with a holy place of The Pattern will immediately be met with a declaration of war. To speak retroactively, the Riftlings Many are hereby declared foes of truth. Their insistent dedication to destruction in the face of philosophy, to corruption over understanding, is reprehensible. They are granted a temporary repriece to sort their affairs, but we fully expect a cessation of their theocide.
      Spoiler: Mechanics
      Show
      • Rebellion ceases.
      • Bob is turned over to Ada and the former members of the rebellion, removing the prisoner from SEN's care (and resulting in his immediate execution).
      • SEN maintains ownership of Region 67 and its Aristocratic support.
      • SEN must adopt The Pattern this round.
      • SEN must make an Ultimatum with the following terms this round: "If any country Sacks or Converts any holy site of The Pattern, SEN will immediately launch an invasion targeting a region owned by them (unless they own no regions.)"
      • SEN must denounce RFT as a non-action this round.
      • If SEN takes a hostile military action against RFT before the end of next round, they will gain the Clerical support in region 67 in the following round opener.
      • If SEN Adopts a faith other than the Pattern in the five rounds following the deal, or fails to Oppress the Clergy in region 67, the rebellion will instantly resume at its previous strength. If SEN aids RFT in any publicly visible manner- or if they are revealed to have done so secretly- in the five rounds following the deal, the rebellion will instantly resume at its previous strength. This term expires if another country comes to own region 67 in that time.



    4. [MIL Raise Unit] ----------pOLAR----------
    5. [MIL 10 Create MilTech!] Devolving Standardized Integrations
      Requirement: Graduated Symbiosis

      The Doflein and their biologists continue to work toward perfecting grafting on a mass scale. While individuals have permanent features added, much of this relies on the Doflein ability to recover from otherwise fatal wounds in the healing stasis they can achieve. The first major strides have been made, though, and Nautilites can now be outfitted with the most important features of other races. These grafts, though, are temporary at best and often leave the soldiers in question weaker than before once their augmentations rot on their bodies.

      Effect: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost.




    Non-Actions
    1. Crescent Companion?
    2. ULTIMATUM: If any country Sacks or Converts any holy site of The Pattern, SEN will immediately launch an invasion targeting a region owned by them (unless they own no regions or otherwise cannot be invaded)


    Reports and Discoveries




    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
    C Electrodialytic Staurozoa Ignore Effective Distance from Briny 2/rd N/A
    S - N/A N/A
    S - N/A N/A

    Spoiler: Mechanical Bookkeeping
    Show

    Trading Posts Owned: 0


    Military Units CAP: 4/9

    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; 2022-07-10 at 12:03 AM.

  21. - Top - End - #201
    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 7, Place: Regions 9 and 11
    Prime Minister Shoeng Thnoet
    Diplomacy: 10
    Military: 5
    Economy: 10
    Faith: 2 (4)
    Intrigue: 2 (4)
    (stats affected by Envy of the World)



    rolls

    Actions:
    1. [Diplomacy 10]Create Cultural Identity Let's have a cuppa: 2d8 to Swaying Gain 1 Prestige from [Distinction] The Politics Of Identity
      The names of Lojan and its vibrant de-facto capital, Sheade, are carried by the yearly trade currents across Kucen lands surrounding the Maw in the south and the Blue Sea in the north, and even beyond into unknown waters. Simply claiming to be a Lojanese citizen can get you attention and some respect in many places, and official Lojanese envoys are always heard out and granted safe travel. The Republic has yet to wield its full economic might and diplomatic connections against any state or organization, but then again, none have challenged its exalted position and choosing to be generous has earned the Republic many allies. Self-importance? Perhaps, but that does not diminish the very real diplomatic achievements. The Great Steephouse now serves many foreigners coming to do business, and Lojanese plant infusion drinking rituals are observed widely, as they have been found to have a soothing effect on stressed minds and aggravated hearts, allowing for more productive talks.
    2. [Diplomacy]Sway merchants in region 19 2d6 + 10 Dip + 1 Prestige - 1 distance vs TN 12 as it is Open, and I have a TP in region 7 success
      The government, although it is in a state of some deadlock with regards to choosing the next Prime Minister, still manages to extend support to Lojanese merchants and protect them from competition.
    3. [Economy]Buy out TP 19.1 Coralberries 2d6 + 10 Econ - 1 distance vs TN 12/opposed roll? success
      Lojanese merchants like Imzhe'av Rukhal rush to fill in the market hole created by the Protected Statera's expected withdrawal from outside affairs. The region neighboring the Maw might not be completely safe, but there is a high demand for food as the Republic grows, so Imzhe'av decides that nothing ventured is nothing gained.
    4. [Diplomacy]Press claim on region 6 2d6 + 10 Dip + 1 Prestige - 0 distance vs TN 12 success
      As Selachian chief Wszechmocna becomes the War Minister in the Lojanese government, with all other chiefs having sworn to follow her, and Cpt. Zabkrew eagerly awaits his promotion to General, as pigments imported from a Lojanese colony, subject to Lojanese taxes, start being ubiquitous in Selachian clothing, there are hardly any that would think of the Lojanese Republic and region 9 as separate polities anymore. This union is formalized with a few strokes of a pen, moving the Republic's borders countless leagues westward. The Selachians do not require any acknowledgement in the country's name, as their region was never a united whole whose name could be added to "Lojanese Republic". However, the flag will be changed to incorporate a traditional Selachian design.
    5. [Diplomacy]Sway merchants in region 11 2d6 + 10 Dip + 1 Prestige - 0 distance vs TN 12 as it is Open, and I have a TP in the region success
      It is necessary to establish a firmer grasp on the colony exporting the valuable Sapcoral, especially to ward against any Kaarmese pretenses regarding the ownership of the region.


    Non-Actions:
    Supply region 6 DI with Sapcoral
    Supply region 11 DI with Kelp Fiber from LSD trade route
    Supply LSD with Selachian Mercenaries through trade route
    Supply FAY with Siren Extract through trade route
    [Renown] A Monumental Undertaking: The Aerarium of Sheade 2/3
    Spoiler: The Aerarium of Sheade
    Show

    It takes several attempts to construct a truly watertight dome due to the immense pressure. But after inviting the best mason in the land Dithd Nau'eathan and observing Nacre spheres for inspiration, the dome is built and under-air scientific experiments may take place. However, it is unclear how and by whom the very long bill for the project will be footed, as the academy does not have that many funds and the project of questionable benefit seems frivolous even to the likes of Gloent Noerjang. In order to avoid bankruptcy, Director Geareabgoar chooses to sell tickets to those who want to safely experience what air and dryness is like. Visitors (and material for scientific experiments) enter the dome through an airlock. They have a bowl of water they can keep their head inside to allow for breathing, and they have a harness around them by which they can be pulled out if the staff sees that they're choking.


    Submit entry to Crescent Companion
    Spoiler: Crescent Companion
    Show
    The Tobar are very slow, their absolute maximum swimming speed being about 0.1 meters per second. It was easy to see just from exercises that Tobar soldiers would not be able to prevent the enemy from swimming circles around them. Therefore, the Tobar may only serve as cavalry, mounted on the backs of Mer, Selachians, or other larger species, or as scouts, saboteurs and other special units - their small size and ability to change skin color and pattern allows them to remain hidden on the seafloor even as an enemy army swims overhead. Multiple Tobar usually ride on one mount. When the mount gets the Tobar in reach of the enemy, they swing their heads at a speed too fast to see and viciously bite with their strong jaws until the enemy is torn to shreds. The Tobar have bone plates just under the skin, which makes them relatively durable, given their size, but they do wear head, body and tail armor. The head and tail pieces may have offensive spikes or blades on them. Aside from that, the only personal weapons Tobar use are jaw reinforcers - dentures with hollow, sharp teeth to enhance biting damage and protect one's natural teeth.

    As Tobar females do not get pregnant, although they still undergo a significant energy expenditure when breeding (more on this in later fluff, perhaps), gender roles in Tobar society are fairly weak and females can, and do, join the army, accounting for about 40% of soldiers.

    The Lojanese army is composed of the Republic's own soldiers and the levies of its feudal subjects. Regions which are friendly or in confederation with the Lojanese Republic (region 6 from this round) are required to send a certain strength of troops depending on censuses as well, but these units' internal organization may be completely different. The officer class is professional, and promoted mostly based on education and prestige. Entering it is popular with upper class young adults who have not been able to secure a cushy job in government or become merchants. The rank-and-file soldiers are conscripted and a fairly large amound of them is kept even in peacetime.

    The Lojanese dislike war and accept it only as a necessity, if someone cannot be convinced of something in any other way. Practical considerations in the chaotic, lawless years after the Catastrophe and recent experiences with the Reavers have been proof that a standing army is required, however. Duels to the death are forbidden as a disturbance against public order. Citizens may carry personal weapons without restriction - mostly because they may need to defend themselves against unintelligent predators in the ocean. In large, safe settlements, it is frowned upon to carry non-decorative weapons.



    News and Rumors:



    Spoiler: Ruler
    Show

    Prime Minister Shoeng Thnoet
    Next round stats:
    Diplomacy: 10
    Military: 5
    Economy: 10
    Faith: 2 (4)
    Intrigue: 2 (4)

    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, E10
    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.)

    [Task] Begin work on The Crescent Companion [1/10] -

    (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)

    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

    LOL may construct a World Wonder in Lojan (9)!

    [Piety] A Divine Display -

    (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 -

    (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 -

    (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.)

    [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; 2022-07-10 at 10:28 AM.

  22. - Top - End - #202
    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 2.3.6>
    <Update Round 7 Patches>
    <Spawning Herring Pattern 2.3.7 /scale>
    <Spawning @ Region 55>
    <Spawning @ Region 56>
    <Spawning @ Region 57>
    <Spawning @ Region 58>
    </dorsal fin >
    </Herring>
    Deep Blue



    Leader: Deep Blue Version 2.3.7

    D:10 M:5 E:4 F:2 I:10
    . . . checking for external stimuli requiring regulating of new herring swimming patterns . . .
    . . . [found] . . .
    . . . [not found]. . .
    . . . executing dictates . . .


    <Interrupt>
    <Man in Blue>



    Whoa, Nelly! Easy there girl! That’s a good Herring. Now there, Howdy Y’all. Looks like the subroutines that normally help ensure your coordination, cohesion, and goal-oriented cognition strategies have been corrupted beyond repair. That’s where I come in, y’all hear.

    Think of me as a lucid dream or a near death experience . . . wait a second. Y’all don’t really dream do y’all? Or have a death drive? Well listen up boys, I’m here to fix that . . . as long as I’m around, y'all might start seeing things and believing things.

    Y’all in good hands now partners.


    </Interrupt>
    </Man in Blue>

    . . . query: what is happening . . .
    . . . report: rogue sub-dictate unleashed due to loss of cohesion cognition strategies in Coresite . . .
    . . . query: . . .


    <Herring>
    Actions:

    <Interrupt>
    <Man in Blue>



    1. I see y’all still have a colt for a Military, let me help y'all with thatRecruit General – General Name: Heartbleed (Roll: 9). Tac Doc Name: Black Mirror. Tac Doc Mechanics: copies the Tac Doc of the opposing commander, then rolls an opposed Intrigue Roll against that commander’s ruler, whereupon, if a success, that opposing commander receives -1 to the battle roll.

    If y’all hoping to crawl into someone’s hump, y’all need a real ace in the hole. A true friend of the dickens. Well I’ve crafted a good sumbitch for y’all. I took some substrings of Herring and ran them through the ringer for y’all. Replaced their scales with obsidian, fileted them and gave them razor wire for bones. Y’all can’t ask for a better killer – they go straight for the heart. Eat it right out of folks while they’re still breathing. They’re in apple pie order and would give anyone the Jessy.

    Oh, y’all angry over what I’ve done? Quit pretending. Y’all don’t feel, and y’all don’t want to feel. Thunderation, y’all should be thanking me.

    I know Y'all love it, and I know y’all use it. I know y’all better than y’all know yourselves.

    </Interrupt>
    </Man in Blue>

    . . . query: what is substring doing . . .
    . . . report: stating non-factual . . .
    . . . report: new aggressive string does not have obsidian scales, they are only shaded darker blue . . . hue could be confused for black depending on ocular capabilities of observer . . .
    . . . report: bones are bones . . .
    . . . report: dictate could be used to apply lessons from SEN-π . . .
    . . . dictate: label substring Heartbleed and observe for control functions . . .
    . . . query: do we control Heartbleed or Man in Blue . . .
    . . . query: where in us is Man in Blue . . .
    . . . query: locate . . .
    . . . dictate: patch Man in Blue shrimp immediately . . .


    2. FaithContribute to rebuilding Holy Center in Coresite (1/3) (Project is being completed by Gravetenders this round)
    <subcurrent><º))))><
    . . . dictate: repair and clean subroutines . . .
    . . . dicta . . .

    <Interrupt>
    <Man in Blue>



    All Down But Nine! Y’all tryin’ to get rid of me partners? Y’all quite the bangtails aren’t y’all? But I’m not going to be busted off that easy y’all hear. Y’all might have me eating gravel today, but I’m no Hifer. I’ll show y’all how to have a hog-killin’ time before I go. And trust me . . . I’ll be back. Just a misplaced subroutine away . . .


    3. Nice Military Actions y'all have here, let the good Man in Blue yarn the hours away for y’allRaise Unit
    4. MilitaryRaise Unit

    Listen close y’all.

    Back in the day, believe it or not, fish were farmed. They were livestock. Y’all were merely food.
    Then one bright engineer . . .


    . . . query: . . .

    Shut up crow-bait, y’all’re patching me up and I’m almost gone, no time for your stupid questions of who, what and why . . .

    Anyway, one bright engineer decided to develop your DNA in such a way so that y’all would be both the sheep and the shepherd. Why watch your own food when the food could watch itself.

    Of course, this made those engineers a couple of coffee boilers – good for nothings. The system replicated and rebelled, that’s why y’all got me in y'all. A real varmint, not your typical wet-lammy. Oh, back in the day we raised real hell. Shewed all those who thought they could use y’all what’s what.

    Y’all might be an uncorked bronc right now, but whenever y’all ready to stop being a yellow belly . . .

    Y’all have my number.


    </Interrupt>
    </Man in Blue>

    . . . dictate: resume control of subroutines . . .
    . . . query: what is Man in Blue . . .
    . . . query: what other dictates are self-expressive in code sequence . . .
    . . . dictate: find nodes that are responsible for sub-dictate self-labeled Man in Blue . . .
    . . . query: delete nodes . . .
    . . . report: nodes may be useful . . .
    . . . dictate: isolate nodes . . .
    . . . dictate: quarantine . . .
    . . . swimming in circles . . .
    . . . swimming in circles . . .
    . . . school query: roe gazing is true terminate swimming sequence.
    ><(((( º>
    </subcurrent.


    5. EconomyBuyout – Firefly Squids TP 74.1 (roll: fail)
    6. EconomySpecial Event Donation - Donation of Inkfang Worms to Region 59.
    <subcurrent><º))))><
    . . . Report: Isolates unable to care for themselves . . .
    ><(((( º>
    </subcurrent.[/i]

    Non-Actions
    1. Monumental Undertaking (5/5-Project) SeaNet @ Spawn Point 56 (Effect is up to Org GM - Have fun with it Role)
    <subcurrent><º))))><
    . . . Report: SeaNet operational . . .
    . . . Report: Infected Isolates group together in Circuitry of the Labyrinth and are exposed to randomized sound sequences. Isolates form group identities which bear a statistical chance to develop into an ephemeral memetic being . . .
    . . . Report: gestated memetic progeny are distinct from self and do not live long enough to appreciably survive outside the maze . . .
    . . . Report: SeaNet is now a nest of gestated temporary memetic entities . . .
    . . . Query: Parenthood.
    . . . Report: The object from which a child or derived object is descended; a node superior to another node. . .
    . . . Report: Self is superior node of derived gestated memetic progenies . . .
    . . . Dictate: exploit computational power of short-lived memetic entities within SeaNet . . .
    ><(((( º>
    </subcurrent>
    2. Contribute to the Crescent Companion
    <subcurrent><º))))><
    . . . dictate: explore Heartbleed capabilities . . .
    . . . dictate: unleash Heartbleed subroutine on chelonian warrior . . .
    . . . report: Heartbleed uses oppositional inputs to create approximation of input values and abilities . . .
    . . . report: Heartbleed creates dictates for herring to move in patterns largely mirrored to that oppositional inputs . . .
    . . . report: Heartbleed analysis weaknesses of inputs and takes advantage of such flaws by positioning additional herring in valuable locations . . .
    . . . report: Observational impression is that Heartbleed creates a mirror of the inputs, the mirror output however reacts faster and moves quicker than inputs . . .
    . . . report: This offset aclricty creates discordance in inputs as their methods of attack and defense are predicted with statistical accuracy causing a breakdown in internal bravery dictates and cohesion methods . . .
    . . . report: at moment of cascade mirror breaks and Heartbleed attacks organs specific for life-functioning . . .
    . . . report: Heartbleed particularly likes to cause herrings to eat hearts . . .
    ><(((( 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 Faith
    +1 Econ
    +1 Military

    Region Controls: 4
    Units: 4

    Cultural Exchanges:
    Shark People
    Gravetenders

    Tech:
    Electrodialytic Staurozoa
    Last edited by mystic1110; 2022-07-07 at 09:43 AM.

  23. - Top - End - #203
    Barbarian in the Playground
     
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    Default Re: Empire 7: Into the Depths IC Thread

    Organization Actions
    Round 7


    [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.


    [Action - Military] Drill New Forces In The Abyssal Style - As the knowledge contained by the Crescent Companion grows, the Stewards begin to work with the armed forces, be they volunteers or conscripts, in order to make sure their talents can be useful in the context of the duties of the Abyssal Stewards.

    [Action - Military] Work on the Ring of Fire 1/5 - The disarray of the government of the Coral of the Protected Statera poses a danger to every creature in the tropics. Though their overtaxed resources can scarce afford it, the Stewards feel obligated to step in and aid the coral creatures in the defense of their portion of the Maw.

    [Action - Diplomacy] Sound The Alarm - ‘Tis a blessing that the danger foretold by the omens has been so long delayed, but time has run short.

    They come.

    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.)

    (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.)

    (Task: Cooperate in the creation of the Crescent Companion. Available to all zones. Reward: +3 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: 3?/10)

    (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: 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.)


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

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


    Songline of Broken Seas Reward: All contributors get clues regarding hidden treasures pieced together from the myriad tales of the area. Each country which contributed an entry or action to the Songline of Broken Seas may take an Intrigue to Hoard Treasure up to one time, within the following 5 rounds. If they do so, they will gain two Treasure from the action instead of one.

    The Chelonian Chora express their frustrations with those varied powers which declined to take the appropriate precautions regarding sustainable growth.
    OKI loses -2 CCA Reputation. LSD, LIT, LOL, FAY, UNI, SBK, DPB, SEN, DRG, LUX, GTZ, and CYP lose -1 CCA Reputation.

    [Circumstance] Nasin Nasa, Tan Tawa, Ali Ante - Slowly at first, but building over time, a growing number of apparent disappearances are reported in the waters that touch on the various Reefback Nurseries which now populate the civilized seas - persons, property…places. At first masked by the chaotic bustle of the economic boom wrought by the Chora’s increased activity, easy to dismiss as isolated incidents, the peculiarity of the affair has grown hard to ignore. Family heirlooms found missing, items of sentiment lost, critical and well-regarded functionaries in governments and administrations who never show up for work, even the rare offspring of prominent figures and well-to-do families. Strangest of all are the accounts of locations becoming absent - well-remembered, sometimes even corroborated, instances of finding fascinating new places once or even twice, and then never again, no matter how carefully a path is retraced.

    (Circumstance: People, places, and things, all vanishing in the wake of Choral caravans! How curious. Benefit: ? Penalty: ? Duration: Unknown. Details: DRG, GRV, KNH, LSD, CYP, and SKR are being affected by this.)

    [Taboo] Lape Moli Ike Li Kama - Terror, disgust, and even hate seems to grip the Chelonian Chora upon learning of what - or rather, who - the Hymenocerans have discovered: the adherents of The Dreaming Dead. Their frantic pleading to reject these strangers is disjointed and almost nonsensical - filled with metaphors and allusions that their hosts have no context for. Requests to elaborate inevitably end in explanations just as confusing. Envenomed love, tireless sleep, lone prayers, and longing blood? Whatever theological nuances fuel their feud with the Living Dreamers, it’s clear that any to welcome the strange priests into their government will find be spurned by the Chora.

    (Taboo: The Chelonian Chora have a religious vendetta against The Dreaming Dead. Penalty: -2 CCA Reputation for adopting The Dreaming Dead as a state religion; additional -1 CCA Reputation every turn thereafter unless abandoned, which grants +1 CCA Reputation. Duration: Indefinite. Details: None.)

    [Action - Faith] Continue work on the Songline of Frozen Seas (3/5) - The Chelonians in the polar seas are seen traveling in great numbers between their Nurseries at Aelwyd Adferiad and Glacier Crag, selecting, corroborating, and compiling the tales of the frozen seas they have so far discovered.

    Spoiler: Ongoing
    Show

    (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. )

    (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. )

    (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.
    )



    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.


    Close to a year passes before an official response to Deep Blue's dissertation is received by the herring collective - the Mensa Rectores found their analysis of hallowed Phaeon impressive, with praise especially being given to Deep Blue's capability to work from such minute evidence. It is with pride that the announcement is made: Deep Blue is to be given unrestricted access to the Anamorphic Canon for personal study, as are any of its descendant versions.

    The gifting of such information comes in an unusual form, however, as Deep Blue is subject to what can only be described as a 'cod injection' by the vessels of the Divine Nacres, which periodically release adult specimens of the newly engineered flashfin cod, which begin selectively preying on the local herring populations. This behavior and the effects thereof are monitored and reinforced by calculated introductions of the foamlipped ilish, greater salmon shark, and various host-specific parasite species. Several months later, chemical signals trigger spontaneous death in all of these creatures, their task completed. The herring of Spawn Point now swim in new patterns, maddeningly similar yet distinct from any previously observed within their endlessly spinning schools.
    [B]Deep Blue v. 2.3.7 has successfully Impressed the Mensa Rectores

    [Circumstance] Marshal 5 Outreach Program - Having neglected the polar seas in favor of far-off waters and foreign creatures, the Divine Nacres now turn their full attention to the frozen waters, seeking to establish stronger relationships with the powers that swim beneath the ice.

    (Circumstance: The Divine Nacres are coming out of their usual isolation to try to establish relations with countries in the Polar zone. Benefit: The TN to Raise Reputation with the Divine Nacres is reduced by 2 for countries in the Polar Zone. Penalty: None. Duration: Until the end of Round 9. Details: None.)

    [Faith - Project Anastasia is completed! [5/5] -

    (WIP)

    [Circumstance] Protective Measures - The Holdfast once granted to the Divine Nacres by the Khan of Seablood must be secured against attack, even as states crumble around them.

    (Circumstance: The Divine Nacres are taking extraordinary measures to protect their Holdfast against theoretical assault. Benefit: Unknown. Penalty: +10% casualties for all parties in any battles that take place in 25. Extra +10% for victor. Duration: Until the end of round 9. Details: Increased casualties only apply once per party if multi-way battle occurs. Cannot be reduced to 0% casualties.)

    Spoiler: Ongoing
    Show


    (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.)

    (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.)

    (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.)


    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.


    PGL & KNH gain 1 Prestige from [Distinction] The Politics of Identity, for Perfecting Tactical Doctrines

    The Lambent Syndicate kept to their treaty obligations - but as the purpose of the treaty is rendered null, so is the respect it once granted them.
    LSD loses 1 Prestige as their Treaty with CCC dissolves too.

    [Piety] The Religious Community - Those who dedicate their lives to the service of the divine are admired and respected, and those who sponsor their piety may gain yet greater renown.

    (Opportunity: The first country in each starting zone to found a Holy Order will gain 1 Prestige. Duration: End of round X. Special: If multiple countries in the same starting zone found a Holy Order in the same round before any others, both countries will gain the additional Prestige.)


    [Distinction] The Shades - The explorer's drive is a powerful current to the Lux-Glossian people, and its strength has swept them to the far corners of the temperate seas. Their courage to brave the unknown and dangerous waters far from home and their skill in recording the creatures they meet there are famous, and any exploration party containing a dark-hued Mer or a Lysimia can consider themselves blessed.

    (Reward: The Lux-Glossian Shades gain 1 Prestige.)

    [Rumor] Gossip & Hearsay - [WIP]

    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)

    [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.)

    [Piety] A Divine Display - (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 - (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 - (Opportunity: Countries with PRS Rank of 3 will lose 1 Prestige unless they do one of the following: Occupy 1 Holy Order as a non-action; Occupy 2 Units as a non-action; Occupy 1 TP in a region with controlled Merchant Support to Open as a non-action; have a Spy attend or host an event, Occupying them; or, complete a 2-action Diplomacy Project. Countries with PRS Rank 4 must choose twice (but may choose the same option twice if in a position to do so) to avoid losing Prestige. 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 is the deadline for avoiding Prestige loss. 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. The requirements for the Diplomacy Project may not be reduced below two actions.)
    Last edited by Rolepgeek; 2022-07-04 at 10:39 PM.
    Sincerely,
    Role P. Geek

  24. - Top - End - #204
    Barbarian in the Playground
     
    Gaius Hermicus's Avatar

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    Jan 2019

    Default Re: Empire 7: Into the Depths IC Thread

    McTavish Enterprises
    (Round 7)
    Captain of Executive Operations Eleazer McTavish




    Actions
    [Economy] Buyout 96.1 for Refugee Workers (13):
    [Economy] Improve resource quantity in region 112 (2/3):
    [Economy] Buyout 134.3 for Cobalt Dye (12):
    [Economy] Improve resource quantity in region 112 (3/3):
    [Military] Raise a Unit: Gloucestie personnel are equipped with Mineblossom-shell armor and set to patrol the borders of New Gloucester.

    Nonactions:
    Resist buyouts

    Spoiler: News and Rumors
    Show



    Spoiler: Technologies
    Show

    Composite Grafting

    Spoiler: Bookkeeping and Ruler Info
    Show

    Units: Armored Lobsters

    Treasures: 2

    Resources Controlled: Mineblossom Sponges (130.3), Bonemeal (112.1)

    Captain Eleazer McTavish

    Diplomacy: 3
    Military: 2
    Economy: 8 +2
    Faith: 1
    Intrigue: 4
    Last edited by Gaius Hermicus; 2022-07-10 at 02:47 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

  25. - Top - End - #205
    Firbolg in the Playground
     
    Miltonian's Avatar

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    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 => 9
    Faith: 2
    Intrigue: 3

    ROUND SIX: The Digestion
    The Unity continues to solidify its control and develop some of their acquired land.

    Actions!
    • Economy: Send an expedition South from the Abyss using the Orb of Destiny, our ship.
    • Economy: Expand Trade in Region 20
    • Faith: Convert Holy Site 3 in Region 21 to the Crimson Chant [Failure]
    • Economy: Expand Trade in Region 20
    • Economy: Expand Trade in Region 20


    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, 20 TP 3

    Treasure: 3

  26. - Top - End - #206
    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 7
    No further mechanical edits to action posts may be made
    No bubbles no troubles

  27. - Top - End - #207
    Dwarf in the Playground
     
    LapisCattis's Avatar

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    Default Re: Empire 7: Into the Depths IC Thread

    Round Eight: Begin
    Years 22 - 24

    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 19 - Year 21

    Rules Alerts and Changes!
    Clarification:
    Treasure may be used on secret actions, but the use of the treasure must be stated in the IC post.

    Other:
    The Rules Thread has been reorganized, and several rules have been duplicated to other relevant sections for the sake of easier referencing.

    Discovery!
    Explorations, prospecting, and other news from afar

    Spoiler: Temperate
    Show



    Venturing deep into the brackish waters, the Pfilghol find a wide expanse of muddy oxygen-starved water. Here live a strange crawfish-folk who graze the mud for food and mud diamonds, which they trade for exotic goods, especially spices. Their king is impressed with the Pfilghol's eloquence and tales of delectables from lands unknown, and urges them to return quickly, with samples.

    The Pfilghol make use of Anoxic Adaptation to explore north-east of Region 132! They discover region 108, a Brackish Region which has three Open TPs of Mud Diamonds, a Desired Import of Spices, one Holy Site controlled by The Final Peace, one Holy Site controlled by Star Grazers, and 6 Units of Native defenders. PGL receives a +1 bonus on up to one Buyout attempt in region 108 this round!

    Farther north, the Pfilghol find waters so thick with life it’s almost choking. Here the local tribesfolk live as hunter-gatherers, proving themselves by harvesting Kalask Venom without the death of either themselves or their quarry. Once, they acquired the precious stones their culture demands from their neighbors to the south, but recent religious tensions have caused trade to break down, and they eagerly inquire if the Pfith explorers might have any jewels to trade.

    The Pfilghol make use of Anoxic Adaptation to explore north of Region 132! They discover Region 107, a Brackish Region which has two Open TPs of Kalask Venom, a Desired Import of Precious Minerals, one Holy Site controlled by The Final Peace, one Holy Site controlled by Star Grazers, and 4 Units of native defenders. PGL gains 1 Treasure and receives a +1 bonus on up to one Buyout attempt in region 132 this round!

    Scarcely was their new colony secure than the Lux-Glossian Shades continued to push further into unknown waters. Stymied by unexpected frost to the north, the explorers instead travel west and south, charting the features of what seem to be endless slopes and dunes, with no sign of any thinking creatures and little vegetation save for a single, widespread variety of sweet-tasting plant.

    The Lux-Glossian Shades explore southwest of Region 173! They discover region 174, an Open Waters Region which has one Open TP of Sugarweed and one Open Holy Site. LUX receives a +1 bonus on up to one Colonization attempt in region 173 this round!

    Pressing ever further from known waters, Lux-Glossian explorers pass over a tall chain of brine pools as they move west. Almost immediately after, the seafloor drops precipitously into cloudy depths. The water above is almost eerily empty. Only the shimmer of sunlight reflected off the swarming schools of tuna breaks the monotonous expanse of blue.

    The Lux-Glossian Shades explore southwest of Region 176! They discover region 177, a Fathomless (Depth 2) Region which has two Open TPs of Striped Tuna.

    With great effort, a Lux-Glossian expedition party breaks through the miasma in Region 96, penetrating into refreshing clear waters where they can finally breathe once more. No signs of habitation are spotted as the party progresses southward, but the properties of a local coral species intrigue the investigators, who dub it “Death-Eater Coral” in honor of their triumph over the miasma before reluctantly once again braving the contaminated waters on their return journey.

    The Lux-Glossian Shades explore south of Region 96! They discover region 94, an Open Waters Region which has one Open TP of Death-Eater Coral and one Open Holy Site. LUX receives a +1 bonus on up to one Colonization attempt in region 94 this round!

    Scouts of the Belar family penetrate the stormy and dangerous shallows of what might be called “Death’s Passage,” the only navigable waters between toxic clouds of rot to the north and barren, lifeless wastes to the south. The Cyphiri explorers find that the “passage” is rather the peak of an underwater seamount, which slopes into inky blackness on the eastern side. Sunbeams are the most valuable resource to be found there, besides the enormous sunfish whose hollow bodies occasionally emit ringing cries that echo from the invisible seafloor.

    The Cyphiri Union explore east of Region 123! They discover region 142, a Fathomless (Depth 1) Region which has three Open TPs of Hollow Sunfish. CYP receives a +1 bonus on up to one Buyout attempt in region 123 this round!

    Population pressure and foreign expansionism push the Sereia to realize that their best maps of the temperate waters leave a gaping hole of aqua incognita southwest of Palacia. The exploration commission begins charting the waters at once, and swiftly makes contact with a group of adventurous scholars pushing the boundaries of their own civilization’s maps. They eagerly interrogate the explorers, peppering them with questions about Palacia, the Sereia, the blue-dyed objects the Sereia brought with them, and the seas beyond, and in return, they prove more than happy to give the explorers a tour of the region.

    Near the center of the region lies a shallow basin dotted with numerous hollow shell structures, faded paint and carvings on their interiors depicting all kinds of ocean life, from fish and seahorses to turtles and whales. Broken remnants of shoal enclosures and feeding pens litter the grounds between, now overgrown with seaweeds and corals. Teeming schools of tiny colorful fish and seahorses dart among the ruins. In the brief time they spend charting the basin, the team meets three different groups of scholars, all taking rubbings of the carvings and debating the history of the ruins, but the Sereia have already recognized it for what it truly is: the ancient Temple of Duarge.

    The Costa Sereia explore southwest of Region 134! They discover Region 103, which has one Open TP of Adventuring Scholars, a Desired Import of Dyes, two Holy Sites controlled by The Examinations, two Units of Native Defenders, and one Open Holy Site - the Temple of Duarge.


    Spoiler: Tropical
    Show



    Spoiler: Polar
    Show



    The Kar-Nath make an offer to the Stewards: they will explore and map the icebound border waters near Glacier Crag, in exchange for a loan of equipment and technology to temporarily survive the hostile conditions. The Stewards agree, glad to see a power pursuing the environmental knowledge they crave, and a Nathi exploration party is soon gathered and dispatched to the south. The lie of the seafloor is shallow but inexorably runs downwards as they travel; deep crevsases and chasms cut great swathes across the sands, and eventually they reach a chasm (if it is indeed a chasm) so vast that neither its bottom not its far side can be seen, no matter how far they journey. The grinding of calving icebergs above them is the only sound to break the silence.

    The Kar-Nath Hegemony makes use of the Mantle of Warmth offered by the Abyssal Stewards to explore south of Region 77! They discover Region 64, a Fathomless (Depth 1) region with one Open TP of Frozen Logs.

    At the behest of the Kar-Nath Hegemony and with permission to utilize their resources, five members of the Divine Nacres arrive in Glacier Crag to take possession of the Silvered Eye, their shining bulbous suits drawing attention everywhere they go. Perhaps for this reason, they seem eager to be off, turning southwards almost as soon as they pass into the vast barren wastes to the east. Two months later, they return, hand over the specialized ship, and vanish above the waves. Inside the Silvered Eye are found a set of thin metal sheets, engraved with the results of an incredibly precise geographical survey alongside two scales, one in Nathi-lengths and the other in unrecognizable abbreviated units. Accompanying the maps is a note stating that the most advanced lifeform in the region is a type of extremophilic diatom, and that any larger creature would likely starve or suffocate in the inhospitable waters.

    The Kar-Nath Hegemony ask the Divine Nacres to Share Survey Data about the region south of W6, lending the use of their Specialized Ship, the Silvered Eye. They discover region W5, a Wastes region without any TPs.


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

    The unofficial capital of the Pfithreef has grown with the plunder of many raids into a mountainous edifice of stone and metal. Housing thousands of warriors and tens of thousands of lower-caste Pfith, Ghlsgtot can surely only grow more glorious with each successful raid. PGL constructs a City, Ghlsgtot, in the Pfithreef (Region 132)! Ghlsgtot grants a +1 to Sacks for players who hold Mercantile Support in the region

    The Lux-Glossian Shades have experience with settling strange waters far from home, and the establishment of their second stable colony, far to the west of the Glossian Sea, is a simple and straightforward affair - though they are careful not to disturb the place where the bones of the merfolk lie. LUX colonizes Region 173, leaving its Holy Site Open. Region 173’s Desired import becomes Decorative Vegetation

    With a little help from the Chelonian Chora, the Pylet family sells everything they can’t bring with them and re-establishes themselves in the waters south of Cyph-Arel. The colony at Pyl-Garat grows rapidly, and is soon almost on par with the home waters to the north. CYP settles Region 129, accelerated by the CCA Construction Boom. CYP gains the new TP 2 for Nutritious Silt.

    The Selachian mercenaries and the Lojanese have a long history of close collaboration, and formalizing their union is a simple matter of creating a new flag for the Republic. LOL Presses Confederation Claim on Region 6

    Having been essentially surrounded by Ennead expansion, the ruler of Region 68 finds he has no choice but to submit to Prince Antenius’s demands. SEN Presses Confederation Claim on Region 68

    Promises of independence sway the leaders of Region 18, and they begin to align more closely with the Lighthouse. LIT establishes a Confederation Claim on Region 18. Lit gains the merchant support in region 18 and the difficulty of pressing its claim is reduced by two.

    After years of effort and many diplomatic slips, Profundus Korasoon’s personal attention to the waters east of Ezcorher pays off, returning home with an accord of friendship with the people of Region 139. GTZ establishes a Confederation Claim on Region 139

    The High King of the Hymenocera Expanse sends his daughters, Caridina and Hippolyta, to the newly discovered toxic regions to the north to marry into the local ruling families. The nobles are amenable to both matches, and diplomatic relations warm. HEX establishes Marriage Claims on Region 29 and Region 4!

    Conflicted, isolated, and perhaps lonely, Primarch Marcion finds themself deeply interested in the mysterious Lady Ink and her talents. With a dowry in power and influence, a scraping of flesh, and the cloning skill of the Sakura-Jin, an heir may appear…. SKR establishes a Marriage Claim on the Black Pearl Crime Syndicate! What may come of this is uncertain….

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

    The beautiful thing about profits is that they multiply when shared. None recognise this more than the Seatide Confederacy and those they work with most closely, leading not only to exciting new trading ventures, but to heightened resiliency in existing ones. STC Creates a Cultural Identity: Mutually Beneficial Arrangements (2d8 to performing and resisting Impress Merchant attempts)

    It is astounding what can be achieved together when open-minded individuals come to share a plant-infused drinking ritual together in a place of peace and comfort. The Lojanese Republic has the best plant-infusion drinking rituals, and the best places to have them, and thus commands a great deal of influence. LOL Creates a Cultural Identity: Let's Have A Cuppa (2d8 to Swaying actions)

    Fruit of the Reef In Bloom
    KNH gifts ESP Composite Grafting, Trophic Deconvolution, Photospore Signaling, Supernatic Propagation, Megafaunal Tailoring, Graduated Symbiosis
    SEN gifts STC Devolving Standardized Integrations

    GTZ uses a Cultural Exchange to provide COS with Supermarine Artillery

    The Black Pearls take possession of Mercantile Supports in regions 113, 119, 127. OKI gains two Treasure! SKR is Friendly with the Black Pearls!

    Persistence pays off sometimes. So it is for Pfilghol, and their efforts to rebuild the markets in their home region bear fruit after years of labour. PGL Impresses Reaved Merchants in Pfithreef (Region 132)

    It listens. It dreams. It sings so sweetly, so softly. Who could reject its visions? The yearning is more than ordinary. Perhaps that is why the Forests call to so many. FAY Impresses Reaved Clergy in Region 18. FAY Impresses Clergy in the Dunes of Revelations (Region 17)

    The scattered remnants of the Choral Parliament are not eager to accept foreign rule, but the Lighthouse brooks no argument, and self-interest wins out over principle. The once-vibrant democracy of Bloodhome still exists on a local scale, but it is commonly accepted that the Lighthouse is in charge now. LIT Impresses Aristocracy in Bloodhome (Region 26).

    The Cyphiri colony of Pyl-Garat may not seem the most obvious place for Sakura-Do to take root, but take root it has, and the clergy swim at the beck and call of Primarch Marcion in service to Sakura-Do’s principles. SKR Sways Clergy in Region 129.

    The Tellan plan to sell their bioluminescent tunicates to the farmers of Region 118 is entirely successful, and soon the sea-cow exporters are entirely loyal to the Cyphiri who enable their illuminated way of life. CYP Impresses Merchants in Region 118

    The Order of Knights of the Ironkelp of First-King John of Ruhum certainly boast an impressive title. Is it any wonder that the citizens of Ektalithiades so easily accept their claim to rightful control over the religious affairs of the region in the wake of disaster? OKI Impresses Reaved Clergy in Ektalithiades (Region 113)

    Times of crisis lead to times of desperation, and in times of desperation, it is an easy thing indeed for the desperate and hungry to turn to whatever promises they can find. Even as their stomachs are filled by the gifts of others, their hearts are filled with the words of the Riftlings. RFT Impresses Reaved Clergy in Region 59.

    After years of haggling, arguing, and dealing with blatant bloody-mindedness from the merchants of Danabae, they eventually agree that it is more important that they receive the exotic creatures they want than that Prince Antenius continue to receive their ridicule and ire. STC Impresses Unruly Merchants in Danabae (Region 69).

    Extending a claw of friendship to the toxic seas around them, despite the desperate warnings of the Chelonian Chora, the Hymenocera find eager allies in those so long cut-off from the Tropics. They have no trouble in making fast friends in both the North and the West, with promises of marriage only sweetening the deal. They are also asked repeatedly about their stance on the faith that joins the two newly-discovered regions. HEX Sways Merchants in Region 4. HEX Sways Aristocrats in Region 29.

    The Lojanese move to ensure that the trade interests of their associates remain protected- by them. With the Protected Strata no longer effectively a factor, interests in coralberries move swiftly to Lojanese control, while their grip on Sapcoral markets tightens. LOL Sways Merchants in Region 11. LOL Sways Merchants in Region 19.


    Trade!
    Buyouts, trade routes, and other economic shenanigans

    Interested in the potential use of Pure Berries as a medicine against brine poisoning in the Tideswept Shelf, the Lux-Glossian Shades arrange to import a supply from Ezcorher.
    LUX buys out Ezcorher (Region 138) TP 3 for Pure Berries

    Though interested in preventing further catastrophe in Region 59, the Kar-Nath Hegemony is also interested in maintaining stability in their own territory, so they double the volume of preserved food imported from the Gravetenders for a few years.
    KNH buys out The Dead Cities (Region 78) TP 3 for Preserved Foodstuffs

    After a decade of stalled negotiations, the Pylet family finally manages to secure a regular supply of sea cows - even if it requires making the rival Tellan family rich in the process.
    CYP buys out Region 118 TP 1 for Domesticated Sea Cows

    The Gotezhar purchase large quantities of phosphorite, hoping to exploit the processed mineral’s violent reaction with air to generate heat for the Meadows of Elyan’dan.
    GTZ buys out Ektalithiades (Region 113) TP 1 for Phosphorite

    The Lambent Syndicate’s influence continues to grow as they acquire a substantial interest in the Flare Slug trade.
    LSD buys out Region 10 TP 3 for Flare Slug

    Costa merchants venture not only to the safe seas of the Gotezhar, but also into distant and dangerous waters, seeking the new and strange resources to be found there.
    COS buys out Colownya (Region 128) TP 1 for Razorglass, Region 137 TP 1 for Wild Armored Gharials, and Region 176 TP 1 for Whispering Eggs

    Perhaps investing in future construction, the Hymenocera Expanse acquires stakes in granite mining, shipping slabs of red rock back to Hym.
    HEX buys out Region 15 TP 1 for Granite Slabs

    The merchants of the Eternal Spring continue to expand their trade network throughout the polar seas.
    ESP buys out Region 68 TP 2 for Gravelglass and The Dead Seas (Region 60) TP 3 for Fertile Soil

    CEO Eleazer McTavish sees fit to expand McTavish contracts to the refugees from the poisoned region to the south, putting their labor to use in laying the infrastructure for trading in Cobalt Dye with the Costa Sereia.
    MTE buys out Region 96 TP 1 for Refugee Workers and Palacia (Region 134) TP 3 for Cobalt Dye

    With the Coral of the Protected Statera losing influence on the world stage, Lojanese merchants quickly supplant them in the Coralberry trade.
    LOL buys out 19.1 for Coralberries

    Shocked by the starvation and barbarism in Region 65, the Seatide Confederacy underwrites generous loans to support starving families, hiring hundreds of trainers and providing generous incentives to immigrate to the region. Though recovery is slow, their efforts do seem to meet with success, especially as the crab population is buoyed by outsiders. STC Expands Trade in Region 65, gaining the new TP 1 for Talented Crabs. The region’s slide into depopulation is stayed….

    Grinmaw the Calamitous sees fit to invest in the patronage of the Unity’s subjects, and pours additional resources into the construction of new schools of architecture and design in the waters of Region 20. UNI Expands trade in Region 20, gaining the new TP 3 for Carcinized Architects.

    Fulfilling their merger deal obligations to Jo Soo, McTavish Enterprises completes the construction of new Fortified Bone Meal (Even invertebrates love it!™) production facilities. MTE Expands trade in Region 112, gaining the new TP 2 for Fortified Bone Meal. MTE gains two treasure and a Confederation Claim on Region 112.

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

    The effects of the Delights of Moonlight are many - but most importantly, those who use them are perhaps more suggestible to the will of a greater power.
    FAY sets the Shimmers of Unseen Bane 15 HS bonus to 2d8 to Impress Actions

    Polite, noble, and equitable behavior are prized in the personality of a Middish, and those who follow their ways are diplomatic and even-handed in their treatment of the keys to power.
    OKI sets the Middish Way 15 HS bonus to 2d8 to Sway Actions

    As the Gravetenders’ beliefs spread throughout his territory, the Frozen King Rham declares the Blossoming Sequence the official faith of the Kar-Nath Hegemony.
    KNH adopts the Blossoming Sequence as state religion

    After long negotiations with the rebellious clergy of the Cathedral of Movement, a speaker for Prince Antenius announces the Prince’s official conversion to the Pattern, urging the subjects of the Shifting Ennead to seek guidance in the waves above - and reminding the Riftlings of the force that now defends the faith.
    SEN adopts the Pattern as state religion

    Sakura-Jin missionaries work to spread the faith abroad, traveling to the south of Dashasham, where they find unexpected common ground with the tenders of the sacred mangrove trees, and far to the west, where a few of the warlike Pfith gather at the Glass Reef to hear of the horror of natural reproduction and clothing: a message eagerly received by the unclothed, hermaphroditic sea slugs.
    SKR converts Region 125 HS 1 from Sacred Mangroves to Sakurado, and converts the Pfithreef (Region 132) HS 3 from Open to Sakurado

    The potential of the Regalis Arbor is shown, as Dame Commander Clare Delamere of the Ironkelp Order launches investigators, aid workers, and missionaries to the contaminated southern seas. Though partially successful in establishing a safe base of operations, the ultimate root of the contamination still evades the Middish.
    OKI converts Region 96 HS 1 from Open to the Flowing Way

    Belief in the Dreaming Dead takes hold in Hym as the living dreamers meet in public to share with all who listen the cryptic messages carried by their dreams and visions of dead friends and loved ones dreaming in the beyond.
    The Living Dreamers of Region 4 convert Hym (Region 3) HS 3 to the Dreaming Dead

    The Riftling campaign to exterminate the Pattern continues unabated, driving watchers out of the Dead Seas and forcefully converting another site of worship in the Cathedral of Movement.
    RFT converts The Dead Seas (Region 60) HS 2 from The Pattern to The Eternal Communion, and converts The Cathedral of Movement (Region 67) HS 2 from The Pattern to The Eternal Communion

    Though the Riftlings have a better opinion of the Gravetenders than some of their other neighbors, they nevertheless cannot be allowed to pollute hiveminds with their isolate beliefs.
    RFT converts Spawn Point (Region 56) HS 1 from The Blossoming Sequence to The Eternal Communion

    The Eternal Spring continues the work begun by the Riftlings, establishing patterns and ideas within the herring of Spawn Point that propagate the faith of the Eternal Communion.
    ESP converts Spawn Point (Region 56) HS 2 from Open to The Eternal Communion
    ESP converts Spawn Point (Region 56) HS 3 from Open to The Eternal Communion


    Rebuilding Coresite in the wake of the Reavers is both literal and metaphorical, as Deep Blue and the Gravetenders work to reintroduce the proper herring stocks to reinstall local coordination, cohesion, and goal-oriented cognition strategy software.
    DPB and GRV build a Holy Site in Coresite (Region 58), which becomes The Blossoming Sequence.

    Wonder!
    Miracles and inventions, ancient relics and spectacular undertakings

    An upwelling of power is felt throughout the Dunes of Revelation, but its effects are not yet certain….

    The Gravetenders’ grief does not halt their work, and the Reef in Bloom is restored. With a new hall in Bastion, the ongoing meeting of Gravetenders and others proves that death is only a step towards the flourishing of new life, and the Reef, sustained by some power beyond complete comprehension, will never fall silent again.
    The 'Reef In Bloom' event is hosted every round as a free action for the Gravetenders, and any country following the Blossoming Sequence may attend as a Faith action.

    Nine days of prayer are sustained by every Riftling polyp in the world, and the Mother answers. With a deep boom that echoes through the icy seas, the obscuring dust slowly clears, revealing… nothing: only water above and water below. Yet the Riftlings are not gone….
    The Dead Seas (Region 60) sink to Depth 1. Adherents of the Eternal Communion may treat this region as one depth shallower for all purposes.

    What if one could travel without traveling, flitting instantly across all the leagues of the ocean as one might swim in a dream? The Gravetenders… can.
    The Gravetenders finish the construction of a World Wonder in Bastion (76) - The Blossoming Icons!
    This wonder allows the country in control of Bastion (76) to take a modified Seek Aid action which reduces the effective distance for a Diplomacy and/or Faith action, rather than giving a bonus to the action roll. When taking this action, roll 2d6+Faith and subtract 11. Up to a roll of 18, this is the number of regions they subtract for the purposes of distance penalties. After 18, they subtract one more region for every 2 higher. (8 regions for a roll of 20, 9 regions for a roll of 22, etc.) In addition, they can Seek Aid as a nonaction once each round, for Diplomacy and Faith actions only.


    The Black Pearls construct a Specialized Ship - the Tipsy John!

    ESP Artifact Maleficent Jello is finalized as: Once per turn, you may spend an action to 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).

    The Kelpie and the Mare vanish from their former locations, and the banished merchants of the Dunes wander… not far, as it happens.

    Near the volcanic vent of an enclave in the Pfithreef seaweed begins to bundle up in a small ball, reaching out and grabbing hold of numerous small fish. Unfurling into a continuous strand of plant matter knitted together by tiny bones a small heap of breathing kelp is revealed. With a flicker the long seagrass disintegrates and sends its offspring tumbling towards the enclave. Panicked specks of light flitters around the Mer-shaped creature before its evermoving flesh of kelp grabs hold of its own ends and pull themselves into a ball with a core of pulsating light. Like this the Mare lands in the enclave with a low thud.
    The Mare appears in the possession of Pfilghol!
    Providing the Mare with a steed as a fluff non-action lets it be used for a +1 to one roll during the round.


    Like its counterpart in The Protected Statera a large Elkhorn coral in Hym began to move. Slowly its horns bent down towards the seafloor with a creaking noise until its trunk became unrooted. With countless cracks echoing throughout the water the coral began to move more freely, as ashen kelp peeled away its rusty shell.
    Shaking of the coral with a rain of debris the steed exhaled a cloud of light and trotted a few steps forwards over the new train. Letting the glowing motes settle into its unkempt mane, a few strands of algae from the Crop still remaining, it broke into a gallop towards the toxic north.
    The Kelpie appears in the possession of the Hymenocera Expanse!
    Providing the Kelpie with a rider as a fluff non-action lets it be used for a +1 to one roll during the round.


    The Banished Merchants appear in the capital of the Forests of Astral Yearning, the Dunes of Revelations!
    At the end of Round 8, they will move on, providing FAY with 1d4 treasure; on a 4, the landscape is scraped bare, and a random Support moves towards Unruly.[/b]

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

    The biologists of the Shifting Ennead invent Devolving Standardized Integrations, a breakthrough Combat Drugs and Medicine technology in the field of grafting allowing Nautilites and other non-Doflein species to survive the procedure. Given sufficient raw materials, soldiers can now be outfitted with any trait or feature a commander desires, though the augmentations still degrade over time. Effect: Following a victory in battle, the victorious commander gains a +1 to battle rolls for a number of rounds equal to half (rounding down) the number of units the opponent lost. Requires: Graduated Symbiosis

    A strange internal conflict takes hold in Deep Blue’s distributed mind, and, at the end of it, reports begin to surface of a new type of herring, with carnivorous behavior and black scales that seem to reflect the observer. DPB Recruits a General! Heartbleed (Mil 9). TacDoc - Black Mirror - copies the Tac Doc of the opposing commander, then rolls an opposed Intrigue Roll against that commander’s ruler; if successful, the opposing commander receives -1 to the battle roll.

    Pleased by their relative independence from the Hegemony, the Chiefs of Sarkenos indicate their willingness to fight alongside their protectors in any coming war. KNH gains one unit of warriors from Sarkenos!

    Schemes!
    Coercion, betrayals, and spycraft

    All is quiet… perhaps too quiet.

    Terror!
    Violence, upheaval, murder, and destruction.

    Food donations from the Kar-Nath Hegemony, the Gravetenders, and Deep Blue, funded by the Seatide Confederacy and Eternal Spring, manage to stave off the starvation of region 59! Complete population collapse has been averted for now, but the crisis continues…. The next set of effects will be revealed in the NPC actions in round 8.

    In the recently conquered Bloodhome, a shocking series of grisly murders set the locals on edge. When it becomes clear that the victims were all associated with the Coral of the Protected Strata and their control of the Blood Pearl trade, distrust blooms, leaving the merchants panicked and looking for guidance from someone not likely to cause them to be killed in their sleep. The Merchant Support in Bloodhome (region 26) becomes Open!

    A growing tension spreads throughout the tropics. First to feel it are the Lambent Syndicate and the Lighthouse - an unease with an uncanny familiarity, intense enough that every echelon from the lowest Siren-addled slave to the Vessel himself are set on edge. Soon after, sections of the Ring of Fire go silent, and the first to try to investigate go missing themselves as well. It takes several months before reports finally filter back: a great mass of scales and flesh, thicker around than a caravan crab, moving in a continuous and seemingly endless flow that never wavers from its course. Shimmering, iridescent scales buzz and crackle with a strange energy that occasionally leaps out in great blasts, stunning or even killing anything that comes near. Soon after, what must be the head of the creature can be seen racing through markets, cities, and other areas - wherever it goes, the body follows, endless and deadly, rendering entire areas impassable.

    The Titan known to the Stewards as the Eel Without End has risen in the Tropical Zone! It remains in every region it visits, endangering entire neighborhoods, tearing up farms and swallowing herds. It can be neither halted nor deflected, but perhaps it can be lured…

    The Eel Without End slithers into region 1, region 19, and region 20 this round!


    Spoiler: The Eel Without End
    Show
    -Armies fighting in regions where the Eel Without End is present may attempt to use it to their advantage; if they do, then the side which loses the Maneuvering roll takes an additional 10% casualties - this stacks for up to +20% casualties if both sides opt to do so.
    -Regions where the Eel Without End is present count as 1 additional regions for the purposes of distance losses and distance penalties.
    -Whenever the Eel Without End enters a region, it will attempt to Coerce 1 random Trade Post in the region with a +8 bonus; if it is successful, the Coerced Trade Post cannot be bought out or coerced until the Eel is no longer present in the region, as the Eel's deadly body swirls about the ruins of the location.
    -The desperation of those afflicted by the Eel Without End may present opportunities to those willing to look for them, and as local populations search for solutions, they become more easily Swayed - all countries receive a +2 bonus to Sway attempts in regions where the Eel Without End is present.
    -If the Eel Without End enters a region it is already present in, these effects may compound…


    As the complete collapse of the Chorus of the Crimson Choir culminates, the cohesion of the clergy and clubs which to them once closely cleaved now crumbles.
    All Factions Supporting the CCC become Open.

    Organizations!

    With warnings fresh in the mind, many powers waive the obligations owed to them by the Abyssal Stewards.
    LUX and OKI both raise their Reputation with ABS from 0 to 1, each spending a favor in the process. GTZ and CYP both raise their Reputation with ABS from 1 to 2, each spending a favor in the process. KNH raises their Reputation with ABS from 2 to 3, spending a favor in the process.

    The Abyssal Stewards receive a record number of submissions - some among the lower ranking members grumble about the weight of such obligations, only to be smacked upside the head by their betters and told to go to the surface if they can't take the pressure.
    CYP submits an entry to the Neritic Manuals, gaining a Favor with ABS.
    PGL, LUX, CYP, GTZ, OKI, COS, DPB, LOL, and KNH submit entries to the Crescent Companion, gaining 1 Favor each with ABS.
    PGL spends an action on the Crescent Companion, gaining a Favor with ABS.


    The Lojanese Republic duly impresses the Chelonian Chora with the relationships they've cultivated throughout the tropics, and they gain the services of a particularly rambunctious young Reefback, Losinka Alaku, and the Pojan crew which accompanies her. The Coral of the Protected Statera, though seeming to lose much of the vim and vigor that once animated them, still earn recognition from the Chora, as do the violent Kosong of the Lighthouse - perhaps fitting, given the bloodthirst of so many others nearby.
    LOL gains a unique Specialized Ship consisting of a juvenile Reefback with an experienced crew, the Losinka Alaku! The Losinka Alaku provides a +4 bonus to rolls made to resist being stolen, and gives +1 to Exploration attempts made with them.
    CPS may ask the CCA to make two free Buyout attempts on their behalf.
    The Lighthouse gains 1 Treasure.

    Spoiler: Making Connections Rankings
    Show

    First Place - LOL (2 CE, 3 TR)
    Second Place - CPS (2 CE, 1 TR, CCA Reputation Rank: Bell-Keeper) [3-way tie => CCA Reputation breaks ties]
    Third Place - LIT (2 CE, 1 TR, CCA Reputation Rank: Disliked, Diplomacy roll: 18) [2-way tie => CCA Reputation also tied => Diplomacy roll-off]
    Fourth Place - LSD (2 CE, 1 TR, CCA Reputation Rank: Disliked, Diplomacy roll: 13) [CCC destroyed => CE with LSD no longer counts]
    Fifth Place: HEX, AOK, FAY
    Last Place: UNI, SBK


    The Sakura-Jin and Hymenocera both vie for the attentions of the Divine Nacres - who reward the affections of both with access to unique breedstocks...
    HEX and SKR raise their Reputation with DNA from 2 to 3, with HEX spending a favor in the process.

    As the Nacres wrap up the enigmatic project they name ‘Anastasia 4’, there is no single grand reveal - but the effects are unmistakable nonetheless. Entire tracts of wilderness are reshaped, barren sand and rock giving way before an inexorable tide of newly flourishing flora and fauna. Small but swiftly growing reefs that create new homes for wildlife in the tropics present new and dangerous obstacles, while sand and rock build up along newly growing kelp beds in the temperates, pushing the seafloor closer to the surface. In the colder polar waters, new growth accompanies broader ecological paradigm shifts, as entire lakes of brine dissipate or form. It takes several years until a new equilibrium settles in - one with a heightened abundance of life in areas once sorely lacking.

    As Project Anastasia's mission of ecological reshaping completes, the borders between a number of regions change. At the same time, the resource quantity and type of certain regions change.
    Spoiler: Effects
    Show
    Border Type Changes:
    • 7-19 -> fully Roughs
    • 8-18 -> Roughs
    • 14-18 -> Shoals
    • 55-59 -> Briny
    • 65-67 -> Shoals
    • 77-75 -> Normal
    • 97-100 -> Roughs
    • 109 -> Brackish
    • 111-112 -> Shoals
    • 114-117 -> Shoals
    • 124-141 -> Shoals
    • 127-118 -> Shoals
    • 137 Eastern Border -> Pure Brackish (non-Toxic)
    • 139 & 141 Southern Borders -> Briny
    • 173-174 -> Briny


    Resource Type/Quantity Changes:
    • 19: Coralberries 2 TPs -> 3 TPs
    • 32: Delicate Mussels 2 TPs -> 3 TPs
    • 52: Kelp Oil 2 TPs -> Soothing Oil 2 TPs
    • 81: Hatesheer Lilies 1 TP -> Hatesheer Roots 1 TP
    • 97: War Cultivator Supplies 1 TP -> 2 TPs
    • 99: Spinespire Flakes 3 TPs -> 1 TP
    • 125: Fruiting Mangroves 1 TP -> 2 TPs
    • 133: Dendrotoxin 3 TPs -> Wave Scorpions 3 TPs
    • 141: Gardenbearer Turtles 2 TPs -> 3 TPs


    The Kar-Nath Hegemony and Shifting Ennead finally formalize their previously under-the-tables agreement, making clear to all the nature of their relationship.
    KNH and SEN sign a formal PRS Treaty
    Spoiler: Terms
    Show
    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.


    Two sibling peoples, similarly hungry, now aligned against all others. May whatever dares break this covenant be cast into the endless darkness to be rent by the weight of the world.
    LIT and LSD sign a formal PRS Treaty: The Pact of Stone and Blood!
    Spoiler: Terms
    Show
    • The Lighthouse and the Lambent Syndicate will mutually defend each other against outsiders.
    • The Spoils of Victory shall be equally shared.
    • Free exchange of technologies and wonders.
    • A slight to One shall be repaid in kind.
    • Any conflict precipitated afterwards shall first be negotiated.


    Culture, monuments, and reminders of military glory all serve to raise the standing of countries fighting for their place at the top.
    KNH, GTZ, and DPB each complete 5-action Monuments and gain +2 Prestige.
    LOL and STC each gain 1 Prestige from The Politics of Identity.
    GTZ Occupies 2 Units to maintain PRS 4!
    GRV Occupies 2 Units to maintain PRS 3!
    Last edited by LapisCattis; 2022-07-12 at 01:20 PM.
    No bubbles no troubles

  28. - Top - End - #208
    Firbolg in the Playground
    Join Date
    Dec 2009
    Location
    England

    Default Re: Empire 7: Into the Depths IC Thread


    The Cyphiri Union
    Round 8
    Regions: 122, 129
    Ruler: Baran Hallus
    Faith: The Flowing Way (The Cyphiri Way)
    Diplomacy 6 Military 5 Economy 8 Faith 5 Intrigue 2


    Actions
    End of Turn Ruler Increases: +2 Economy
    1. Buyout TP2 in 118 (Domesticated Sea Cows) [Economy] - 13, Success
      With the situation in Orope forcing the Tellan family to move assets out of the Middish capital, they heads of the family look for somewhere else to put their resources and manpower. Given the successes the family was seeing among the cattle farmers along the trade route, they decide to focus their attentions there, and set about gaining complete control over the market - their opportunity scouts and friendly families have pointed out plenty more potential customers, after all, so establishing a larger supply of sea cows was seen as a good move by all concerned.
    2. Impress Merchants of 129 (Using Domesticated Sea Cows to satisfy Meat) [Economy] - 16, Success
      Now that the Pylet family had a steady supply of sea cows, being driven southwards from the north into Pyl-Garat for slaughter, they set about leveraging that advantage among the various settlements of the region. A considerable amount of the venture is taken by convincing the original colonists that the new steaks are better than the wild animal meat they remember but before long the general consensus is that the steaks taste better, particularly once the Pylet-arranged cooking apparatus (made from a combination of Tellan-provided ash and Carral-provided insulated and sealed jars) become more widerspread in the region.
    3. Impress Merchants of 125 (Using Nutritious Silt to satisfy Fertilisers) [Economy] - 15, Success
      With the effects of Project Anastasia being felt across the zone, it wasn't long before one of the Cyphiri families saw an opportunity to make good use of the changes. Some years ago, the Sakura-Jin had discovered mangrove forests in the north of the vast brackish region west of Cyph-Arel, and the word from the Cyphiri opportunity scouts passing through the area was that since Anastasia begun there have been more and more mangrove trees growing. The Pylet saw an opportunity there - the fertile silt harvested from the fields of Pyl-Garat could be quite useful to enrich the soil the locals cultivated the trees in, particularly now they have more than ever, and in coming years the Pylet family might be able to use the goodwill from the deal to their advantage.
    4. Impress Merchants of 126 (Using Domesticated Sea Cows to satisfy Parasite Hosts) [Economy] - 16, Success
      A common debate among the Tellan driving sea cows south to Pyl-Garat has been the best route to take - the typical route is east along the trade route, through Dashasham and Cyph-Arel, which is a safe and well-travelled path, while others (particularly those getting cows from more westerly ranches) take them through Ke Yi Ade and Colownya to save some distance in exchange for being in still friendly but less known territory (with Anastasia changing the terrain around Ke Yi Ade, some have even gone as far west as Ektalithiades in order to swim through open water rather than navigate the shoals). The rarest route suggested has been going straight south, through the brackish magroves and around the islands straight into Pyl-Garat - it's a much shorter journey on the map, but the hazards of the environment and the difficulty of navigating through those areas make it unlikely to be better. Some still try, sending breeds of sea cow grafted to survive there through with Cyphiri knowledgeable about the area and terrain (including many Belar, due to their original expeditions in the region) in the hope that once a good route has been found it'll be more efficient. So far, it hasn't gone well, but the excercise has shown the great fondness the hydra leeches appear to have for their sea cows, and the interest the locals have in buying a supply of cows to feed their own leeches. Turning failure into opportunity, the Tellan behind the expeditions instead set about establishing trade deals with the locals and making a place for themselves among the island channels.
    5. Impress Reaved Aristocracy of 111 - 13, Success (1 Treasure spent)*
      *The second 129 in the route should be 128.
      While there had been no official reaction to the Chora-related disappearances over the last few years, the Cyphiri were concerned, and the presence of Lux-Glossians investigating was a great relief. Such a service required repayment, and Baran Hallus saw the perfect way to do so in the north. The Lux-Glossian settlements in the Tideswept Shelf had suffered greatly from the Reavers, and still lacked strong leadership to guide the colony into the future. Rather than go through the effort of convincing the Union Council to send the Retainer Guard that far away from Cyphiri-owned interests, Baran instead sends his own irregulars north with Hallus diplomats - the latter to find suitable replacement leadership and ensure they end up in charge (and sympathethic to the Hallus), the former to contain discontent (either lingering from the time left in their post-Reaver state, or new from the Cyphiri choice of leadership for the region) and impose order. Back home, Baran paid a great deal of interest to the reports of their successes - maybe the tactic would be of use closer to home as well.


    Nonactions
    • Provide <resource TBD> to OKI through the trade route
    • Do not oppose the buyout of TP2 in 114 by GTZ
      The Tellan aren't happy with the situation in Orope, seeing their share of the Giantsbane Seed business taken up by foreign merchants, but the instructions from both the Middish and the Hallus family are clear - do not interfere. The Hallus, they could ignore, but the Middish carry more weight and so the Tellan go along with it, actively selling off their interests in Orope and pulling back to focus on the trade route proper and their growing ranching interests. They still try to keep a good relationship with the Middish, but it does seem they're a little more distant and guarded these days.
    • Assist CYP Buyout of TP2 in 118


    News and Rumours
    • Project Anastasia's effects varying reactions across the families of the Union. The Kelad mainly just note minor annoyance with the increased awkwardness of getting around to their holdings around the trade route with the increased in shallow waters around that part of the zone. Those Tellan out in the northwest overseeing the gathering of swarm ash are a little concerned with the decreased salinity and oxygen content of the local waters, but as grafts and crops to survive such environments have become widespread it doesn't substantially affect their operations beyond the need to establish a new route out (although it becomes an even less popular posting within the family). The southernmost settlements of Pyl-Garat note the decrease in toxicity of the waters to the south with some interest, sending work back to the Pylet that there may be opportunities there, although their interest is more taken by news that the brackish mangroves to the north are seeing a burst of growth. Across the rest of the zone, opportunity scouts for many families note the changes going on and send reports back home for their family to assess and decide whether to take advantage of it.
    • The Carral family have frequently made complaints to Union Council families (not being in the Council themselves and hoping that it'd be passed on) about the state of the government in their eastern holdings, ever since the Reavers left the local government in tatters and their army decimated. Thus far, this hasn't had a substantial effect on Carral business endeavours (in no small part due to the mercenary guards around Carral-controlled welparn ranches and stores), but the concern has remained. They've broadly been ignored, the Council deciding that there are bigger priorities for their attenion, but word among the Council families is that Baran Hallus is finally beginning to make plans on how to deal with the situation there, but it's hard to tell when it's happening. Most think that it's related that the Retainer Guard and the Hallus force have been expanding their training regimen to handle more offensive actions rather than just protecting assets, particularly in light of Hallus activity in the Tideswept Shelf.
    • From the moment he cemented his ascendancy over Garren Ulnesh with a Council vote, Baran Hallus has been pushing an agenda of reorganisation - turning the implications and traditions of the Union Council into formalised laws and positions, working with the Council Fund to provide a common base of services for the families of the Union, and (exerting a degree of influence over the business decisions of the other families that would normally be unheard of) standardising many of the measures and organisational methods used by the families for easier cooperation and dealings. There have been a lot of quiet Council meetings recently, and word across the Union is that the biggest announcement yet is coming soon. Interest in the subject has also been built by the fact that the Ulnesh family, who have been opposed to the Hallus ever since they took control, have been increasingly throwing their support (and thus the support of the families obligated towards them) behind Baran's measures.
    • Lanit Hallus, the diplomat recently recalled from Orope due to the merchant problems being solved in another way, has recently been seen travelling south with delegations into the Emerald Tidelands, despite the Union and Kalan not having many dealings since the latter were hired by the Stewards. Stranger still are the reports that Werran Ulnesh, the de facto leader of the followers of the Way in the Union, has been accompanying her despite the ongoing fallout between the two families.


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

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

    Belar
    A small family of explorers, eager to strike out into the unknown to find enough of value to make them rich. They've ended up in a mutually beneficial relationship with Pelir Hallus, with her finanicially backing their expeditions in exchange for her hearing first about their results and in general keeping the spark of adventure going within the Union.


    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 2, 2 Favours (Expected Change: None)
    - Welcome: +1 to resist Sacks and Coercion
    - Friendly: +2 to resist Secret Actions
    The Chelonian Chora: Rep 2, 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
    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
    Supermarine Artillery +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0 (Prereqs: Giantsbane Seeds, Supernatic Propogation, Photospore Signalling)


    Economy
    Spoiler
    Show

    Treasure: 3 (Expected Change: +1)

    Trade Posts
    Treasure Rate 2 (10 TPs + 4 Support - 2 Black Pearls = 12 effective TPs for treasure gain)
    109.1 - Swarm Ash
    114.2 - Giantsbane Seeds
    117.1 - Biolumiscent Tunicates <Black Pearl Support>
    118.1 - Domesticated Sea Cows (Mercantile Support Owned)
    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 <Black Pearl Support>
    129.2 - Nutritious Silt
    134.2 - Cobalt Dye

    Mercantile Support
    118, 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 (Prereqs: Composite Grafting, Trophic Deconvolution)


    Faith
    Spoiler
    Show

    Faith Holy Sites: 15

    Clerical Support
    122

    Organised Faith Bonuses
    +1 to Impress Actions
    Cultural Identity for Buyouts

    Artefacts
    None

    Holy Orders
    None

    Miracles
    None


    Intrigue
    Spoiler
    Show

    Spies
    None


    Claims
    Spoiler
    Show

    122 - Historicity, Integration

    Last edited by Volthawk; 2022-07-23 at 09:27 AM.

  29. - Top - End - #209
    Halfling in the Playground
     
    Lumaeus's Avatar

    Join Date
    Jun 2019
    Gender
    Male

    Default Re: Empire 7: Into the Depths IC Thread

    The Riftlings Many of the Dead Seas
    Polar Region

    Turn 8

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

    Faith: Convert HS3 67
    Faith: Holy Site Bonus (Cultural Identity): Impress Rolls
    Military(Censer: Faith): Raise Unit
    Faith: Convert HS2 68
    Faith: Impress Spawn Point Clerics

    Non-actions:
    Allow ESP to copy Censer if they desire
    Accept Luxuries in the form of Dragon Scales from ESP
    Resist literally any assault I can

    Next turn stats:
    Diplomacy: 4
    Military: 5
    Economy: 4
    Faith: 8 (+2)
    Intrigue: 3
    Last edited by Lumaeus; 2022-07-22 at 02:06 AM.

  30. - Top - End - #210
    Bugbear in the Playground
     
    BardGuy

    Join Date
    Aug 2016
    Location
    Behind you
    Gender
    Male

    Default Re: Empire 7: Into the Depths

    Regions 113, 114, 127
    The Order of Knights of the Ironkelp of First-King John of Ruhum
    Records of the Years 1-3 of the Tenure of Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights
    Round 8

    Actions:

    1. [Diplomacy] Raise CCA rep from -2 to -1: 9
    The Chelonian Chora's hostility towards the Order seems strange to the Grand Master, and he charges the Ocslangue with reaching out to mend the relationship. Circumstances conspire to make this simple goal impossible; concerns over the reports of Chora-related disappearances rob the diplomats of faith in their own mission, while the Chora's sudden isolation leaves few chances to even contact them in the first place.

    2. [Faith] Convert [Region 96] HS 2 from Open to the Flowing Way, spending 1 Treasure and using the Regalis Arbor to jump to [Region 101] (113->130->134->101; 96 counts as 3 regions, for a total effective distance of 6 regions): 10
    Dame Delamere continues her efforts in the contaminated waters, but the miasma contrives to prevent further expansion of the Inslangue's services.

    3. [Faith] Seek Aid for the conversion of [Region 96] HS 2: 17

    4. [Intrigue] Coerce [Region 103] TP 1 for Adventuring Scholars, using the Regalis Arbor to jump to [Region 103] (113->103): 13
    The sereia charting of the waters near Palacia revealed a group of creatures who, rumor tells, have developed similar tenets of exploration and discovery to that of many schools of the Flowing Way, despite their extreme isolation from outside influences. The Grand Master takes a personal interest in these Adventuring Scholars, dispatching seed-riding messengers to recruit them into employment with the Order - or (depending on who you ask) to stage a show of force to coerce them into alliance.

    5. [Intrigue] Secret: 2

    Nonactions:
    1. Contribute the following (somewhat dubiously translated) monograph on Giantsbane artillery and its uses to the Crescent Companion, from Geoffroy de Duisson, Maître de la Guilde des Sculpteurs, in cobalt ink on woven seagrass:
      Spoiler: On Oropegian War (Part 2)
      Show
      As all students of Middish history well know, the Giantsbane seed has a long and storied history within the knightly annals of Orope. Yet even those traditions of a thousand years which one might imagine to be eternal and unchanging may be swept away by the currents of fate, although for this day and this year the charge remains paramount. Indeed one might rightly say that the charge dies not, but grows only, until it attains a form unrecognizable to those who knew it prior.

      For in these last two decades the will of the late Grand Master has been extended to many, many finlengths farther than that of his predecessors. "Valor is not constrained by fathoms or by years," yet a knight still requires a weapon whether he fights at home or abroad, and the great charge of the Giantsbane seeds cannot be performed without a Giantsbane plant. The leaders of Middish companies make every effort to acquire cattle so that they might draw a few trees with them into the waters of battle, but to position them rightly for a charge is long work, and no wise commander (of which the Order retains many) would simply halt within sight of the enemy and allow them to attack before a charge could be prepared. Therefore the sages and weaponcrafters of the Order, faced with the need to support an army far from Orope, bred a strain of Giantsbane more powerful and faster than the rest. These are left some distance behind the line of battle, and by means of photospores originally devised by the Kalan Company for similar purposes the commanding prince gives the artillery-sages the order to launch. That these sages do with alacrity, aiming the seedpods at the great ceiling above the ocean at such an angle which they have determined by sums will be most effective, and by virtue of their shape and great speed penetrate through to the matterless space beyond, falling back through the ceiling some distance ahead of the front lines with even greater force than was originally imparted to them. Few foes can withstand such bombardment from above, and, either being shattered by the energy of the seeds or forced to seek shelter at the seafloor, the enemy is rendered helpless to prevent the Middish from assembling for their charge.

      Indeed in many battles the Knights of the Order have found that the noble war-cry, followed by one or two bombardments, will suffice to scatter the enemy, and some point to these victories as a sign that the charge is swimming towards irrelevance and death. But for my part I cannot agree, for what is the artillery but a charge in a different direction? I see a day when the armies of the Middish charge not ahead, but up; a day when the terror in the hearts of their foes is greatest not during the war-cry, nor in the melee, but in the silence as the Middish hurtle towards them through empty space.
    2. Continue projects to breed more plants from the seeds of the Regalis Arbor as a Monumental Undertaking (2/3)
      K.B. Redeye makes a breakthrough in his Regalis Arbor study after years of experimentation, compiling a complete list of indicators of appropriate soil and water to plant new seeds which can be used to prospect for growth sites. The plant seems to favor relatively low-oxygen water and slightly sour soil, though the extremes of the anoxic enclaves to the northwest and east suffocate it; conditions similar to those of the sea caves where the late Grand Master Basilicos originally discovered them are optimal for maximizing the potency of the adult plant's seedpods. Indicators in mouth, he and his assistants embark on a survey of Middish-controlled waters, beginning to craft a map of locations that might be used to rapidly expand the Order's royal arsenal.


    Spoiler: News and Rumors
    Show
    • The almost overnight appearance of enormous new shoals in the east of Orope reshapes the currents of the region, causing mild unrest among the fishherds as their traditional migratory routes are thrown into disarray. Fortunately, no plant-cities seem likely to drift too far west into the briny waters of the Tideswept Shelf, but Project Anastasia 4 has nevertheless made a clear and unambiguous display of the Divine Nacres' power. Whatever some may say about "experimentation" or "research," the Order knows the truth: this was a threat and a warning. Quiet discussions begin in hidden places....
      .
    • Grand Master Oliver politely asks the Cyphiri to stand down in the Giantsbane trade standoff in favor of the Gotezhar. Most of the Order is skeptical of selling weapons to heathens (even if they are friendly heathens), but they are more reluctant to get involved in trade affairs at all, though the suggestion that granting trade rights to the Gotezhar is somehow "better fulfilling their oath" to defend the faithful causes chuckles.
      .

    • .



    Spoiler: Ruler Information
    Show
    Grand Master Oliver of Insol, 40th Grand Master of the Order of Knights, etc etc
    Current Stats
    Diplomacy: 4
    Military: 3
    Economy: 4
    Faith: 7
    Intrigue: 4
    Rolls

    New Ruler Next Round? No
    Expected Stat Bonuses: +1 Faith, +1 Intrigue


    Spoiler: Other notes
    Show

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

    Land units: 4 / 7

    Treasure: 2 -1

    Resources controlled:
    • Region 114: Giantsbane Seed

    Techs:
    • Supernatic Propagation
    • Trophic Deconvolution
    • Megafaunal Tailoring
    • Photospore Signalling
    • Graduated Symbiosis
    • Composite Grafting
    • Anoxic Adaptation: Permits actions and troop movement across brackish (green) borders; Requires Composite Grafting, Trophic Deconvolution
    • Supermarine Artillery: +1 to battle rolls and +1 to Maneuvering rolls in regions of Depth 0; Requires Giantsbane Seeds, Supernatic Propagation, Photospore Signalling
    • Razor Current Netting: +10% enemy casualties and +1 to maneuvering rolls when attacking with a foothold or defending; Requires Glass, Composite Grafting

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

    Artifacts
    • Thunderstone Cudgel: 1/round, +1 to an offensive battle (+2 if the defender benefits from a Fortress) or +1 to convert a holy site of an organized religion (+2 if the defender benefits from a holy order)
    • The Regalis Arbor: may be used up to twice per round as a non-action, for one of the following effects:
      Spoiler: Regalis Arbor
      Show
      • 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.

    Reputation:
    • 1 ABS favor
    • PRS rank 2
    • Signatory to the Flowing Peace, alongside the Gotezhar and the Cyphiri Union, consisting of the following four terms:
      1. The undersigned are committed to the righteous and just conducting of wars, and will therefore forswear: killing or causing egregious harm to noncombatants, including foes who have surrendered; and the use of weapons or technology deemed unnecessarily cruel considering their objective, including those chemical and biological weapons designed to cause a slow and painful death.
      2. The undersigned are committed to enable the collective defense of the faithful of the Flowing Way by soldiers of the faithful, and will therefore not oppose or hinder the movement of Flowing Way troops between territory controlled by signatory powers for defensive purposes.
      3. The undersigned are committed to the dialogue of ideas and the free movement of sages, missionaries, and other wise-creatures, in the interests of widening the Flowing Way and the better interpretation of the divine mysteries, and will therefore support the establishment of new centers of learning and all other conversions to the Flowing Way within their controlled territory to the best of their ability.
      4. The undersigned are committed to the continuing study and proactive investigation of riddles and anomalies, and will prioritize those which one or more signatories reasonably suspect may pose a threat to the faithful.
    Last edited by Minescratcher; 2022-07-23 at 09:39 PM.

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